TEXT: 1
  Simon Wentworth (Order #27002725)
  
  2
  The LICH LORD of 
  BAKERSFIELD!
  Written by Scott Corum and Victor Gipson
  Editing: Scott Corum
  Graphic Design and Layout: Scott Corum
  Cover Art:  Scott Corum
  Interior Art:  Scott Corum and Victor Gipson
  Concept Design:  Scott Corum and Victor Gipson
  Dedication:
  As always, we need to thank our families and friends who put up with the endless hours we put into doing this thing for 
  a living.  In particular, Scott’s son Andrew who is almost old enough to understand what Daddy does all day long.  Also, 
  we need to thank the friends and homies who managed to listen to us continue to prattle on about this stuff ad nauseum.  
  Thanks To
  Adobe, E-Frontier, Microsoft, and Alienware, without whom this would have taken a hell of a lot longer.  And an ad-
  ditional big thanks to the strong and independent women of the world, without whom we’d have no idea what we were 
  doing.
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  Disclaimer
  The Lich Lord of Bakersfield! is a supplement to
  Hot Chicks: The Roleplaying Game and is part of a game, written for
  entertainment purposes.  It makes no claim to be a textbook of the modern world or near future
  - the concepts, events and people represented in this book are works of fiction. 
  This game contains supernatural elements in its background, storylines, and themes.  These elements are fiction,
  and intended soley for entertainment purposes.
  This book contains mature content - strong language and adult 
  themes.  Reader discretion is advised
  ©2010, Dakkar Unlimited, All Rights Reserved.  All Characters, Names, Places and text herein are 
  copyrighted by Dakkar Unlimited.
  First Electronic Publication ©2010, Dakkar Unlimited
  Simon Wentworth (Order #27002725)
  
  3
  Intro
  4
  The Lich Lord of Bakersfield!
  5
  How to Use this Book
  6
  Scenic Bakersfield
  6
  The Lord of Bakersfield
  7
  Bakersfield by Night
  8
  A Couple of Spells
  10
  Strange Bedfellows
  10
  Day to Day Operations
  11
  Deeper Secrets
  12
  Feeding Time
  13
  New Magic Items
  15
  Ladron Castille
  16
  Skeletons
  21
  Leillani Cassandra
  22
  Adventure Seeds
  24
  On the Nature of Recurring Villains
  24
  CONTENTS
  Simon Wentworth (Order #27002725)
  
  4
  INTRO
  The Following is an excerpt from “Beings of Will and Mag-
  ic,” the definitive guide to the modern Lich, by the Archmage 
  Constantino Devonshire.
  “Time is the greatest enemy of all who aspire to know abso-
  lutely everything.  When one is pursuing absolute knowl-
  edge, one is pursuing the infinite.  This is unfortunate, as 
  mortality makes the amount of time that one has to pursue 
  knowledge most definitely finite.  When one is pursuing 
  magical knowledge, however, the difficulty of mortality and 
  finite time can be overcome.  The cost is ridiculously high, 
  and most mages elect to prioritize their pursuit for knowl-
  edge and accept that they will only ever have a finite amount 
  of information.  For the rest, there are three paths.
  The first, and perhaps most difficult path, is Apotheosis - the 
  act of becoming a god, or at least, a being infused with the 
  power of deity.  There are no hard and fast rules for how 
  this can be accomplished; most people who study Apotheosis 
  agree that, more or less, it “just happens.”  If the Universe 
  as a whole deems one worthy of becoming a god in their own 
  right, whether through pursuit of power or leading the right 
  (or wrong!) kind of life, then one may find themselves on the 
  path towards deity.  This method of bypassing mortality is 
  notoriously unreliable and difficult to attain - the last time 
  I checked, the Universe hadn’t put out any manuals on the 
  process.
  The second path to overcoming mortality and finite time is to 
  exist past one’s own death in the form of a spirit, or “ghost.” 
  This is much more common than Apotheosis, but being a 
  ghost has its own limitations.  Leading Necromancers agree 
  that the mental capacities of ghosts are somewhat diminished 
  from what they are in life, and the ability to actually apply 
  any of one’s gained knowledge is severely hampered.  It is 
  also possible that, as a matter of course of the flow of “the 
  cycle,” that even a ghostly existence is finite in duration.
  That leaves the third path to overcoming mortality, available 
  only to exceptionally powerful mages who are willing to part 
  with the massive price.  A mage of sufficient Will and power 
  can become a Lich.
  Simon Wentworth (Order #27002725)
  
  5
  The act of becoming a Lich is no small matter, and it re-
  quires a level of dedication to the pursuit of knowledge that 
  is, frankly, on the far side of what most mages consider “sick 
  in the head.”  It requires, first and foremost, that the person 
  in question not only have the gift for using magic, but that 
  their willpower be supreme.
  Then, there is the ritual.  I will not enumerate all of the re-
  quirements here - this is not a tome for becoming a Lich, 
  nor would I willingly direct anyone to such a tome.  Un-
  fortunately, these dire and dark secrets can be found on the 
  Internet if one looks hard enough.  Before you proceed on, I 
  am obligated to warn you.  Becoming a Lich is more than dif-
  ficult - it is insanely risky, phenomenally painful, and very, 
  very few of those who attempt succeed at the effort.
  The ritual for becoming a Lich is enough to stain the soul of 
  the mage who attempts to perform it.  It involves ritual sac-
  rifice, mutilation, and turning one’s back, metaphysically, 
  on the natural order of the Universe.
  The mage performing the ritual will not survive it.  Neither 
  will any of those who assist them.  The mage, however, will 
  rise from the pool of alchemical and bodily fluids released 
  by the ritual as a Lich; an undead spell caster, kept animate 
  past their death by the force of their will and exceptionally 
  dark magic.
  While Demons encourage all forms of dark magic, they do 
  NOT encourage the practice of becoming a Lich.  Why would 
  they object?  It isn’t fully known why this would be, but I 
  have several theories.
  One is that a mage who becomes a Lich has burned off the 
  majority of their immortal soul in the process.  This has the 
  effect of removing them from “the cycle” of life, death, and 
  rebirth, and also of making their otherwise very valuable 
  soul completely worthless to the Demons who consider it 
  currency.
  Another theory is that once a mage becomes a Lich, they 
  may be capable of compiling enough knowledge and power 
  to actually challenge the Demons for supremacy of magical 
  power.  For now, the Demons consider themselves the secret 
  masters of all of mankind’s magical knowledge.  A Lich, with 
  enough time and study, could theoretically surpass the mag-
  ical knowledge and power of Demons; and Demons HATE 
  competition.
  It isn’t impossible, of course, that both of these theories are 
  true.
  Once risen as a Lich, the new undead being must feed on 
  the energy of the living to sustain their existence.  Most Li-
  ches are not only master Spell casters, but also Enchanters 
  of note.  They can become nearly power incarnate - in some 
  cases, they may even find that this process has begun them 
  on the path to Apotheosis; but a dark Apotheosis.
  Time is no longer the Lich’s enemy, but their ally.  They do 
  not age, their intellect can not degrade over time, and to a 
  certain degree, they are indestructible.  Their magical exis-
  tence is tied to a physical object, their Phylactery.  Only by 
  destroying this object can the Lich be completely destroyed - 
  otherwise, no matter how completely their body is destroyed, 
  it will simply re-incorporate at another place at a later date.
  One does not destroy a Lich with a nuclear bomb dropped on 
  its body, but with a hammer used to break a clay urn.  Nuke 
  a Lich, and you’ll only piss it off.
  No one, not ANYONE, wants to deal with a pissed-off 
  Lich.
  Not all Liches are evil, nor are any of them truly good.  They 
  are all, to an individual, immensely selfish beings, concerned 
  only with their own pursuit of knowledge and power.  One 
  can deal with a Lich only when the Lich wants something. 
  The Lich will likely deal fairly, but if it sees ANY advantage 
  in screwing you over, it’ll turn on you so fast that the be-
  trayal will leave friction burns.  You can trust a Lich to see 
  to its own interests... and in no other way.
  Do not deal with a Lich lightly.  Do not seek to gain their 
  favor, do not seek to ally yourself with one, and do NOT try 
  to gain an advantage over it.  If you can, leave them to their 
  own devices.  If you must fight one, do not hold anything 
  back.
  And never forget that your insurance will NOT cover what 
  the Lich will do to you.
  The Lich Lord of 
  Bakersfield!
  Ah, Bakersfield.  Not only a small town in California, 
  but also a number of small towns across the width and 
  breadth of the United States, not unlike Springfield.  As 
  in most of our supplements, we’re not going to specify 
  exactly which Bakersfield we’re discussing - we prefer 
  for the Game Master to be able to fit the material in 
  this supplement into their existing campaign setting, 
  wherever their particular group battles for the future 
  and destiny of mankind.
  Beware of this Bakersfield, wherever it may lay.  Oh, 
  the people are friendly, the diner has excellent pie, and 
  there is a good source for black market magic items, but 
  there’s something wrong with the town; or more accu-
  rately, there’s someone wrong with this town.  Some-
  one who will stop at nothing to endure another day, 
  every day.  Eternity is a cruel mistress, after all.  She 
  embraces few lovers, and she has expensive tastes.
  Simon Wentworth (Order #27002725)
  
  6
  How to Use This Book
  This is a supplement for HOT CHICKS: The Role play-
  ing Game.  You will need the core rulebook in order 
  to play.  You may also want to have a copy of Librus 
  Enchantum: The Book of Enchanting Things, as there’s 
  a lot of Enchantment and magic items going on here. 
  We’ll also be using material from Little Magics: The 
  Book of Cantrips.
  In this tome, we detail the operations of one Ladron 
  Castille, a mage who has extended his existence past 
  his death through an effort of will and magic.  We 
  discuss his influence on a small American town, the 
  undead minions that he surrounds himself with. and 
  how he continues his unholy existence on a day to day 
  basis.
  We describe his lair, and his business of producing and 
  distributing magic items to keep his finances flowing 
  like water.
  As usual, we also include a smattering of Adventure 
  Seeds; ideas to help the Game Master introduce their 
  groups to this town of danger where they can pay a 
  reasonable price for magic items; or a higher price for 
  someone else’s immortality.
  Scenic Bakersfield
  Bakersfield is a small town, and like so many small 
  towns in the America of 2015, it really ought to be in a 
  decline.  There’s a mine in town that no one works in 
  any more; most people no longer remember what was 
  mined there.  “It might have been copper,” one resi-
  dent might muse.  “I think it was coal,” another would 
  say.  Anyone going to the effort of going out to the 
  abandoned mine would find that it was once a source 
  of Bauxite; not a good source, nor a plentiful one.
  There’s a big factory on the edge of town - disused 
  and crumbling.  They made things, there, once.  Again, 
  there is a disconcerting lack of common agreement on 
  what, exactly, Bakersfield used to produce.    
  “Toys,” says an old newspaper article.  “Car parts,” 
  suggests an old man in the town bar.  “Mangle flang-
  es,” says the drunk in the center of the trailer park, al-
  though he can’t quite remember what a mangle flange 
  is used for, what one looks like, or even who might buy 
  one.  A skilled engineer examining the factory would 
  eventually be able to determine that it made aircraft 
  parts for multi-engine propeller planes; not produced 
  or used for some fifty years.
  There are farmhouses a ways down the road from the 
  edge of town.  The farms lay empty and dormant, the 
  families that own them living in apartments in town 
  and collecting government subsidies to not grow 
  crops.
  In every way, this is a town that is a textbook example 
  of a collapsed and dying local economy.  All it needs 
  its an industrial accident, a natural disaster, or a zom-
  bie apocalypse to be rendered a deserted ghost town. 
  It should be falling apart and decaying around the feet 
  of the few die-hard residents too stubborn to move to 
  greener pastures.
  Instead, however, it boasts a population of roughly 
  five thousand, a collection of quaint shops that feature 
  goods from gourmet foods to masterfully restored an-
  tiques, and a steady stream of tourists from all walks 
  of life.
  The populace are friendly and welcoming, and ap-
  pear to be affluent, if not outright wealthy.  Most of 
  them live in well-maintained housing tracts laid out in 
  four neighborhoods at the cardinal points of the town. 
  They shop at one of four mom & Pop grocery stores, or 
  the small boutiques with more specialized fare.  They 
  don’t appear to want for much.
  There are no less than ten Bed & Breakfasts in Bakers-
  field, all of them rated at five stars and charging be-
  tween seventy and a hundred dollars a night.
  It doesn’t seem like the kind of town that you’d go to 
  on purpose.  It’s not a destination, but more a pleasant 
  stop on one’s way to where they were actually going. 
  It’s not far from the Interstate, and while it isn’t well 
  marked by signage, it isn’t exactly hidden.
  It’s an enigmatic small town, but not an unpleasant one 
  by any stretch of the imagination - to normal senses.
  The real problems start, however, when one starts to 
  look at the town of Bakersfield through eyes that can 
  see the supernatural, or when one wanders around a 
  little bit too much after the shops close at eight o’clock 
  (sharp).  After dark, you see, the town of Bakersfield 
  takes on a whole other personality.  A surprisingly 
  hungry personality. 
  Simon Wentworth (Order #27002725)
  
  7
   The Lord of 
  Bakersfield
  To understand the darker and more sinister aspect of 
  Bakersfield, we have to go a ways back in time and fol-
  low the story of a Spanish explorer.  We look back to 
  the year 1788.
  Ladron Castille was sent by the Spanish crown to ex-
  plore territories in the New World, in the hopes that 
  they would find resources that they could steal from 
  the French and/or the Americans.  With only a few 
  Native American guides, he journeyed to the Ameri-
  can west coast almost two decades before the Lewis 
  and Clark expedition would reach it.
  Castille loved exploration.  He had no concerns for the 
  political motivations behind his secret exploration, and 
  no concerns for the inevitable exploitation of the native 
  peoples or resources of America.  He was going where 
  no one had gone before, seeing what no one had ever 
  seen, and that was all that mattered to him.
  His guides, however, did eventually realize what kind 
  of exploitation would follow the well-dressed Span-
  iard.  Upon reaching some beautiful sea cliffs in what 
  would eventually be the state of California, the knowl-
  edgeable and wise native guides unceremoniously 
  shoved him off the edge of the continent, leaving him 
  to perish after a fifty foot fall to the jagged rocks of the 
  beach.
  Castille was made of sterner stuff, however.  Luck-
  ily, he suffered from only a broken leg and a massive 
  collection of cuts and bruises.  Relying on his unpar-
  alleled willpower, he splinted the broken leg and ex-
  plored the edge of the continent where he found him-
  self.  He didn’t expect to survive for long, but as long 
  as he lived, he would continue to explore.
  What he found was beyond his wildest dreams.  In a 
  sea cave, mostly concealed by the jagged rocks that 
  had almost taken his life, he found a set of perfectly 
  preserved scrolls that predated any history he had ever 
  studied.  The scrolls, sheets of incredibly thin metal 
  rather than any form of cloth or paper, were from the 
  Time before Time.  He had found a primer on the One 
  Emperor’s language and magic.
  He had never had the opportunity to discover whether 
  or not he had the talent for magic.  He lived in an age 
  of enlightenment, where magic was considered fool-
  ish superstition.  He discovered, however, as his vora-
  cious mind absorbed the knowledge on the scrolls, that 
  he had everything that he needed to become a mage.
  Drinking water supplied by stormy skies and eating 
  the fish he was able to catch at the shore, Ladron Cas-
  tille sat, and studied, and began his path towards be-
  coming the greatest mage of his generation.
  He mastered Cantrips in a few short weeks, and sur-
  vival became a simple matter of throwing a few spells. 
  He learned healing magic, and his leg became whole 
  again.  He learned to throw fire and lightning, and the 
  native guides that had betrayed him never knew what 
  hit them.
  The scrolls ended far too soon for Ladron, having im-
  parted only a tiny droplet of the lost knowledge of 
  magic.  It was enough to give him a taste, and to ig-
  nite a burning passion for the acquisition of magical 
  knowledge.
  It was child’s play to journey east to the new America 
  and purchase land with riches he had discovered in 
  the west.  He had a large house built in Virginia, and 
  sought out more magic.
  There were mages among the founding fathers of 
  America; we’re not saying who, but kites and lightning 
  might be a clue to one of them, nudge nudge.  Ladron 
  was able to find these people, and get into their good 
  graces by sharing sensitive information about the plans 
  of the Spanish throne for exploiting the North Ameri-
  can west coast.  Lewis and Clark’s expedition was sug-
  gested by Ladron Castille, and Meriwether Lewis trav-
  eled with secret maps that made the trek possible.
  Castille’s studies took him back to Europe.  He was 
  a member of England’s Hellfire Club, where he trad-
  ed magic secrets with the heights of royalty and the 
  depths of darkest secret societies.  It was here that he 
  first heard of the dreaded ritual for becoming a Lich.
  He was in his forties when he left England for sites 
  abroad, his passion for exploring and his passion for 
  learning magic merging into a single searing whole. 
  He journeyed through Spain and Italy, stopping in Po-
  land and Russia for a bit.  He met with the owner of 
  a darkened castle in Romania, and with an obsessed 
  scientist in Germany.
  In Egypt, he found more bits and pieces of magic from 
  the Time before Time, matching them to fragments he 
  located in Arabia, Turkey, and deepest Africa.   Ev-
  erywhere he went, his magical knowledge increased. 
  What would have taken anyone else a hundred years 
  of travel, he accomplished in thirty.
  Magic kept him healthy and sturdy, but the living 
  body has limitations.  Ladron Castille had seen more of 
  the world than any other human since the Time before 
  Time, and had learned more magic than any human in 
  his century, but it wasn’t enough.  He wanted to see it 
  Simon Wentworth (Order #27002725)
  
  8
  all, and to learn it all.
  He was going to have to go down the dark path of be-
  coming a Lich, if he was going to satisfy these drives 
  and passions.
  He pieced the ritual together from bits and fragments 
  from a hundred different sites.  He gathered follow-
  ers by teaching them tiny teaspoons of his vast magi-
  cal knowledge, and instructed them in their part of the 
  great dark ceremony.  He failed to instruct them in the 
  part where they died; no need to bother them with de-
  tails, after all.
  There was no portion of the ritual, no matter how bru-
  tal or profane, that gave Castille pause.  He performed 
  each mutilation and sacrifice with the cold precision 
  of a master craftsman, seeing each act as nothing more 
  than a stepping stone to the endless pursuit of his pur-
  pose.  The innocent and the helpless suffered, deep in 
  the cellars of his Virginia home.  The screams of anguish 
  turned the stomachs of even Castille’s most hardened 
  followers, but Castille himself never wavered, never 
  paused.  When a follower would question him, they 
  would find themselves strapped down to machines of 
  ancient design, their life’s essence forfeit to Castille’s 
  will.
  When the ritual was at last performed, the skies over 
  the house opened.  The storm raged for weeks, de-
  stroying the house and dropping the rubble and tons 
  of water and mud into the foundations, as if the Earth 
  itself was trying to erase the event from its memory. 
  The few neighbors close enough to witness the de-
  struction shook their heads and walked away, know-
  ing that God Himself had a hand in the destruction of 
  Castille’s property.
  Castille himself clawed his way clear of the devastation 
  a week later, his flesh already desiccating and slough-
  ing off.  He turned his back on Virginia, and once again 
  wandered the Earth in search of knowledge - this time 
  without fear of time or distance.  He had become the 
  first Lich to walk the Earth in over five centuries, and 
  the joy of endless exploration pulsed through his be-
  ing.
  From time to time, as it is with Liches, he would have 
  to drain the life force out of some living being in order 
  to continue his activities.  Without the occasional infu-
  sion, he would pass into a deep and troubled hiberna-
  tion until an infusion of life energy would restore him. 
  At first, he could sustain himself with the occasional 
  large animal.  Eventually, he had to satisfy his hunger 
  for life energies from humans, although the quality of 
  the human was unimportant.
  He continued to travel and learn, exploring and study-
  ing, until 1965.  That was the year where his require-
  ment for life essence could only be met by taking the 
  energies from humans of exceptional quality, and he 
  was unable to satisfy this need while traveling.
  He returned to America, where he had first acquired 
  magical power, and sought out a place where he could 
  establish a keep - a land holding where he could con-
  tinue to amass knowledge and power, and where he 
  could draw a steady supply of humans of exceptional 
  quality so that he could feed upon their essence.
  A large city would be too difficult to hide himself in; 
  the kind of attention he would attract could eventually 
  threaten his existence.  A town too small would not be 
  able to sustain the kind of operation he would need to 
  maintain.
  Bakersfield was just right.  When he first set foot in the 
  town, the factory was in the process of closing down. 
  The mine had been mined out a decade before.  The 
  town was full of despair, its hope shattered.
  Despite the fact that a skull was all that remained of his 
  face, he managed to smile just a little more.
  He needed Bakersfield to continue to exist, and as it so 
  happened, Bakersfield needed him.
  Bakersfield by Night
  Disguising himself with illusion, Castille approached 
  the city leaders of Bakersfield, and made them an offer 
  they couldn’t refuse.  He would infuse the town with 
  cash beyond its wildest dreams; wealth that was the 
  by-product of centuries of exploring the far off and 
  ancient places of the Earth.  Castille himself had little 
  need for the money, he’d just been letting it sit in some 
  of the world’s oldest banks, accruing obscene amounts 
  of interest.
  Simon Wentworth (Order #27002725)
  
  9
  The vast amount of money would be generously 
  loaned to the town’s businesses, keeping them afloat 
  in the difficult times, and allowing them to improve to 
  the point where they would draw a stream of tourists 
  that would sustain the town’s economy indefinitely. 
  The interest rates on the loans were miniscule, and a 
  program for forgiving the debt of loaners was easily 
  accessible.
  In exchange for this infusion of monies, the town of Ba-
  kersfield would set aside a goodly sized piece of prop-
  erty near the middle of town, and pay no attention to 
  it whatsoever.
  The town’s police would steer clear of the area, and 
  no matter what anyone reported or complained about, 
  there would be no action taken towards the mysterious 
  benefactor of the town.
  It seemed like a small price to pay, all things consid-
  ered.  Of course, it was anything but.
  Castille set up an extensive workshop in the center of 
  town, one where he could not only research magic, but 
  also produce magic items.  He had learned ancient and 
  powerful secrets of Enchantment in his travels, and it 
  was time to put those secrets to use.
  He produced unique and powerful magic items, and 
  carefully leaked their existence to people travelling 
  through Bakersfield.  For a price, and a very reason-
  able one, you could get very, very good magic items in 
  the small town.
  This drew a small trickle of criminals to the town - 
  exceptional criminals who had enough knowledge 
  of how the world actually worked that they believed 
  in magic, and knew the value of good magic items. 
  Most of these criminals quietly purchased their  
  “Plus Three Pistol of Shooting Forever” or “Briefcase 
  of Holding a Body” and left town.  Some of these crim-
  inals, humans of exceptional quality, disappeared.
  Occasionally, someone would come to Bakersfield look-
  ing for the vanished criminals.  Family members, law 
  enforcement, criminal accomplices; they would show 
  up in town asking questions.  They got no answers.  If 
  they persisted, they would find themselves in Bakers-
  field’s comfortable and modern jail.  If they made too 
  much more noise, they themselves disappeared.
  No bodies are ever found, no clues are left behind, 
  and no one in Bakersfield seems to know anything.  
  In truth, very few of Bakersfield’s residents do know 
  anything about Castille’s operation.  The few that do 
  would rather die than threaten the town’s mysterious 
  and generous benefactor.  “So, a few human scum van-
  ish in the town every year.  That’s a small price to pay 
  for a safe and prosperous place to live!”
  Over time, news of the high quality, low price magic 
  item outlet in Bakersfield spread beyond the criminal 
  community.  The people fighting the fight for the fu-
  ture and destiny of mankind trickled through Bakers-
  field with the steady flow of tourists, and began to ac-
  quire magic items themselves.
  Adventurers like the good prices on the “Softball Bats 
  of Decapitation” and “Rings of Flying Real Fast,” and 
  they’ll travel a good distance to the small town.  Most 
  of them will make their purchases quietly and safely, 
  and leave town to fight the good fight.  Some of them, 
  humans of exceptional quality, will disappear.
  Of course, Adventurers are harder to put off than your 
  average law enforcement officer or private investiga-
  tor.  When they start asking questions, and get no an-
  swers, they may find themselves locked up as well.  If 
  that fails, Castille has other options.
  A master Necromancer as well as master Enchanter, 
  Castille has the bodies of those that have vanished 
  walk the streets of Bakersfield by night, hunting and 
  taking those who can not be silenced by other means. 
  Of course, if one can make it to the town’s bar after 
  eight, they’ll be safe, as long as they stay inside.  Some-
  thing has to stay open until late, after all.  Strangers 
  can’t expect too much help from the townsfolk inside, 
  however.  
  To the town of Bakersfield, this situation is acceptable. 
  A strict curfew of eight o’clock under pain of being 
  dragged to the magic item shop by a squad of skel-
  etons is a small price to pay for continued prosperity 
  and “safety.”
  It assures Ladron Castille of a steady supply of hu-
  mans of exceptional quality, so his existence continues 
  unabated.
  He has plans, you see... his explorations are far from 
  over.
  Simon Wentworth (Order #27002725)
  
  10
  A Couple of Spells
  Like all good Necromancers, Ladron Castille knows the 
  Xombie spell.  He considers it “Low Magic,” though. 
  The Xombies created by the spell are high-mainte-
  nance, infectious creatures, which can grow into an 
  undead menace if not watched over very carefully.
  In his studies across the width and breadth of the 
  globe, he discovered a couple of new Necromantic 
  spells which he uses far more often than the Xombie 
  spell.  They require the use of a human skeleton, but he 
  can acquire those quite easily.
  Quicken Skeleton
  Range
  Touch
  Damage
  None
  Purchase Cost
  $4,950.00
  Risk Cost
  10
  Casting
  Fifteen Seconds (3 Turns)
  Duration
  Permanent
  Turns the bones of an inanimate corpse into a walking, 
  moving Skeleton (Page 21).  This spell raises the Skel-
  eton as a “Mook,” having no Shrugs (a single failed 
  Damage Resistance roll destroys it) nor Risk.  The 
  Quickened Skeleton is completely loyal to the caster 
  of the spell and anyone the caster commands them to 
  be loyal to.
  Raise Skeleton
  Range
  Touch
  Damage
  None
  Purchase Cost
  $18,000.00
  Risk Cost
  20
  Casting
  Five Minutes (60 Turns)
  Duration
  Permanent
  Turns the bones of an inanimate corpse into a walking, 
  moving Skeleton (Page 21).  This spell raises the Skel-
  eton as a “Lieutenant,” having Shrugs and Risk.  The 
  Quickened Skeleton is completely loyal to the caster of 
  the spell and anyone the caster commands them to be 
  loyal to.  This spell can be cast on a Quickened Skel-
  eton (a Skeleton animated with the Quicken Skeleton 
  spell) to give the Quickened Skeleton Shrugs and Risk; 
  elevating a Quickened Skeleton to a Raised Skeleton 
  costs the caster only ten (10) Risk.
  Strange Bedfellows
  Where there is power, there are those who wish to 
  benefit from it.  Castille’s operations in Bakersfield has 
  attracted attention from some organizations that keep 
  track of the supernatural, but most of these organiza-
  tions keep a safe distance, not understanding the oper-
  ation and not seeing a large enough danger to expend 
  effort in its direction.
  One day, however, a young lady showed up on Cas-
  tille’s doorstep.  She was a human of exceptional qual-
  ity, and had every chance of ending up one of Castille’s 
  meals of life essence, but she had something that was 
  actually more interesting to the Lich.
  She had his passion for learning magic.
  Leillani Cassandra approached what she thought was 
  a powerful Enchanter with a unique offer.  In exchange 
  for learning what he had to teach her, she would do 
  anything.  Absolutely anything, so long as she could 
  learn magical secrets from him.
  While the Lich had no need of pleasure of the flesh or 
  companionship of any kind, he did appreciate her lev-
  el of dedication.  In his travels, he had heard of a group 
  calling themselves the Daughters of Wickedness, and 
  here was one of their member on his doorstep.  He 
  took Leillani in and offered her room and board, a rea-
  sonable salary, and a magic secret every so often if she 
  would become the public face of his magic items outlet. 
  She could hardly refuse him, especially once she found 
  out Ladron Castille’s true nature.  Her path to acquir-
  ing dark magical secrets became well established - she 
  Simon Wentworth (Order #27002725)
  
  11
  is an apt and talented pupil.
  The relationship between the two is an unusual one, 
  to be sure.  Castille appreciates the help; it allows him 
  time to study and craft magic items.  He also has found 
  that he enjoys teaching; it seems to be the natural ex-
  tension of his acquisition of knowledge.  If the student 
  were someone with moral or ethical limitations, he 
  might find that the teaching would not go smoothly 
  nor pleasantly.
  Fortunately, Leila’s moral compass has no needle. 
  She was raised practically from birth to acquire magi-
  cal knowledge at any and all costs.  She knew only a 
  smattering of Cantrips when she arrived in Bakersfield 
  - Castille has expanded her knowledge of the “Little 
  Magics” and has begun teaching her some of the more 
  dangerous spells he knows.
  Day to Day 
  Operations
  Ladron Castille never sleeps.  He spends several hours 
  a night reading from magical journals or perusing the 
  darker corners of the internet for fresh leads on new 
  magical secrets.  Well before sunrise, he is hard at work 
  in the workshop, crafting a supply of inventory for the 
  shop.
  Leila wakes up at the crack of eleven and makes coffee 
  so she can function.  By noon, she’s showered, applied 
  make-up, dressed, and is ready to open the shop.
  Customers don’t show up every day. A week or more 
  can pass without the front door opening.  Sometimes, 
  five, ten, or more customers show up all at once.  It 
  depends on what’s happening in the area, how the in-
  formation on the street is moving, and even on astro-
  logical forecasts.
  Leila takes up her time on the slow days with prac-
  ticing her repertoire of magic spells and operating a 
  couple of internet chat rooms.  Her chat rooms are 
  very slick and professional, and allow her to carefully 
  troll for magic secrets.  She is constantly amazed what 
  lonely old wizards will do for ten minutes of shame-
  less webcam voyeurism.
  If Castille has noticed the webcam in the bathroom 
  (unlikely), he hasn’t said anything.
  Customers are greeted warmly and checked over care-
  fully.  Leila will sell items to law enforcement officers, 
  because there is nothing illegal about selling magic 
  items.  She just makes sure that the customers aren’t ei-
  ther some form of Demon or a Ministry agent.  A one-
  way mirror in the showroom allows Castille to observe 
  customers while he toils at his workshop; he’ll occa-
  sionally send Leila a Mental Message to avoid working 
  with a particular client if they look to suspicious.
  The great majority of customers who walk into the 
  shop are in no danger.  Twice a month, Castille will 
  let Leila know that a customer, one that has come into 
  the shop alone, is going to disappear.  Leila guides the 
  customer closer to the mirror in the showroom, and 
  Castille hits them with Kiss of Morpheus or some other 
  spell to incapacitate them.  We will discuss the fate of 
  those customers later.
  Castille works at his workshop until ten o’clock, then 
  breaks for an hour of meditation before going to his 
  reading of magical journals and the internet.
  The shop is open until eight o’clock, five nights a week. 
  If a customer comes to the shop at any other time, Cas-
  tille alerts Leila to open up for them.  After-hours cus-
  tomers aren’t greeted nearly as warmly, but they are 
  still dealt with in the same fashion.
  On her off days, Leila does what shopping needs to be 
  done.  Castille’s needs are few; Leila needs food and 
  toiletries.  She’ll occasionally fool around with a local 
  to satisfy her other physical needs, but she refuses to 
  form any attachments other than to Castille.
  Occasionally, Castille will take a day off from working 
  (when the inventory is adequate) and teach Leillani 
  another spell or method for Enchantment.
  Every so often, Castille closes down everything for a 
  day and goes somewhere.  Leila keeps things going for 
  that day, and has come not to worry about it too much. 
  If her mentor needs his “me” time, then she’s going to 
  be happy he’s getting it, and leave him be.
  Neither Castille nor Leila believe in keeping things 
  formal, either in the shop or between one another. 
  Magic keeps the place clean and well maintained, and 
  Castille’s endless supply of funds keeps the business 
  solvent through even the slowest seasons.  He doesn’t 
  really need the profits from the place, which are sub-
  stantial.
  If it wasn’t for the steady trickle of missing persons, 
  the situation would be damn near ideal.  The local au-
  thorities don’t bother Castille with each and every little 
  detail of people coming into town looking for missing 
  relatives and what-not; they only report particularly 
  bothersome or determined individuals to the town’s 
  Lord.
  Every night, at nine o’clock, Castille’s legion of skel-
  etons skulks from alley to alley in the small town, seek-
  Simon Wentworth (Order #27002725)
  
  12
  ing out troublemakers and spies.  Those that they find 
  and catch meet the same dark fate as those who are 
  “disappeared” from the shop.
  So long as everyone behaves themselves, this situation 
  can go on indefinitely.  One might almost wonder if 
  Ladron Castille is up to anything else, which might be 
  even more sinister than his patient and cautious ab-
  duction operations.
  Deeper Secrets
  All right, there might be a few things that Castille is 
  playing close to the vest, hiding them even from Leil-
  lani for the present.
  For one thing, there’s the matter of his Phylactery.  In 
  order to become a Lich, he had to put the larger part 
  of his soul and metaphysical being in a jar, essentially. 
  His immortality is tied to the existence of that item - 
  should it be destroyed, he will cease to be.
  Ladron Castille’s Phylactery is safely buried in Virgin-
  ia, on the site of his old house.  When he emerged from 
  the ground following his Lich ritual, he left the stone 
  urn containing his essences underground, in a stone 
  vault.
  He still owns the lot of property where the old house 
  once stood, and he has carefully maintained control 
  over it for the centuries he’s been around.  Currently, 
  the land is occupied by a Federal building - offices for 
  the Federal Bureau of Investigation.  The exact site un-
  der which the Phylactery is buried is a garden court-
  yard on the interior of the building.
  On the rare chance that someone can find out where 
  the Phylactery is buried (they’d have to read his mind, 
  and his high Will and the Ring of Mind Armor he al-
  ways wears would make that difficult), all they’d have 
  to do is break into an FBI building and dig twenty-feet 
  down in the middle of the facility.
  He considers it safe enough, for now.
  Another secret that Castille has is that the graveyards 
  of Bakersfield are effectively empty.  There was no rea-
  son to bother the town’s inhabitants with the fact that 
  his Skeletons have tunneled under all of the graves, 
  removed all of the viable bodies, and brought them 
  to the workshop so he could boil the bones clean and 
  raise more Skeletons.  The fleshy remains of the dead 
  have been processed by the town’s sewer system, and 
  the empty mine is chock full of an army of the undead, 
  armed with magic weapons.
  If anyone tries a large-scale operation against him, Cas-
  tille has masses of troops at his beck and call.
  The magical Rings of Defense in the Skeleton’s skulls 
  do tend to make them rattle, but they also offer quite a 
  surprise for anyone thinking that skeletons should be 
  brittle, easily-broken things.
  While the mine sits full of undead, perhaps Castille’s 
  greatest secret is his plans for the abandoned factory.
  Castille is an explorer at heart; it is the core of his na-
  ture.  He has seen most of the Earth’s land surface, and 
  no small part of its oceans.  He wants to expand his ho-
  rizons - to boldly go where no Lich has gone before.
  It would be difficult for a being of such power and per-
  ceptions to NOT be aware that the Earth is surrounded 
  by, and cautiously invaded by, a large number of alien 
  races.  He knows that there is a big, expansive, thriving 
  Universe out there, and he wants to walk around in it.
  The abandoned factory is slowly but surely being 
  transformed into a massive magical starship.  His days 
  away from the shop are spent magically reinforcing the 
  place, adding constructs made of thousands of magic 
  items to lift and propel the factory, and trying to infuse 
  it with a magical sentience.
  In time, he will have to start either learning the science 
  necessary to clone people, or start a small breeding col-
  ony of exceptional humans.  When he goes into space, 
  he’s going to need to take his food supply with him 
  - until, of course, he finds other beings of exceptional 
  life force.  He wants to do more than merely see the 
  Universe.  He wants to know what it tastes like.
  Simon Wentworth (Order #27002725)
  
  13
  Feeding Time
  Every two weeks, Ladron Castille needs an infusion 
  of Life Essence.  The infusions must, at this point, be 
  from sentient beings of exceptional quality - Adven-
  turers satisfy the need quite nicely, as do powerful 
  villains.  He isn’t really picky when it comes to moral 
  alignment.  Good Essence and Evil Essence apparently 
  taste exactly the same to a Lich.
  The entire purpose of the Bakersfield operation is, ef-
  fectively, to draw likely subjects into his web.  When 
  someone enters the shop, Castille tries to get a gauge 
  for how potent they are - their maximum Risk pool is 
  a good gauge (anything over fifty is a good start), as is 
  the presence of any Special Merits with the exception 
  of Cyber-Enhanced.
  He can also seem to sense how much Life is in a being, 
  knowing their maximum number of Shrugs.  Three or 
  more Shrugs marks someone as delicious.
  He isn’t particularly interested in the subject’s level of 
  attractiveness, as far as their taste or suitability for be-
  ing eaten goes.  He won’t shy away from pretty food 
  for a moment, though.
  Regardless of how the current subject was acquired, 
  they all go to the same place.  In the basement of the 
  workshop, Castille keeps his most mysterious and 
  most potent magic item - the Feeding Box.
  Constructed of magically reinforced glass and solid 
  brass, the thing weighs in at a ton.  It has a Damage 
  Resistance of fifty (50) and ten (10) Material Shrugs.  A 
  reinforced restraining post is mounted in the center, 
  having the same statistics.
  The subject will wake up from their incapacitation 
  nude, bound in a kneeling position of supplication 
  within the Feeding Box.  The restraining post is con-
  structed to make escape difficult - there is a staggering 
  penalty of minus six (-6!) to Escapology rolls to escape 
  from the thing.
  Castille is not far away when they awake.  Over the 
  years, he has learned some important lessons when he 
  has someone in this position.
  Do Not Monologue
  •	
  .  He’s there to feed on them, 
  not to inform him of his true nature and his deep-
  est feelings.  These are food, not an analyst.  He 
  stays silent for these sessions - there is nothing he 
  has to say that is important enough to give his food 
  a chance to escape.
  Close The Lid
  •	
  .  The prey is likely to spit and curse 
  and to otherwise try to make his unlife miserable. 
  While a person who is afraid may taste slightly bet-
  ter than one that is defiant, there is nothing that is 
  worth giving the food a chance to escape.
  Simon Wentworth (Order #27002725)
  
  14
  Do Not Gloat
  •	
  .  Even when the lid is closed and the 
  Enchantments are engaged, there’s no reason to be 
  a dick about things.  He’s captured them, he’s go-
  ing to eat them, their life is about to end; no amount 
  of “Bwah Ha Ha!  I’ll consume your pathetic life 
  force!” is going to matter at this point.
  Once the lid is closed, the process begins.  The lid 
  weighs half a ton (1,000 lbs), and is magically locked 
  in place by the feeding process.  The lock and hinges 
  have the same Damage Resistance and Shrugs of the 
  rest of the structure, and there is no keyhole for the 
  lock.  It will unlock magically when the feeding pro-
  cess is done.
  Every minute that the subject is in the closed Feeding 
  Box, they lose ten (10) Risk.  Magical pressure literally 
  crushes the Risk out of their physical structure, letting 
  it pool in the bottom of the Box.
  When the subject has zero (0) Risk left, a minute in 
  the Box will cause them to lose one (1) Shrug.  At this 
  point, their body begins to desiccate and emaciate, the 
  life force literally being crushed out of them.
  The Box will stop only when the subject has taken twice 
  (2x) their maximum number of Shrugs, leaving them at 
  the state of Dead (but not Dead as Hell).  At this point, 
  the box will open, leaving a glowing ember of pure life 
  essence floating over the corpse of the subject.
  This is what Castille will absorb into his body.  He need 
  merely touch it, and the feeding is complete - the sub-
  ject immediately becomes Dead as Hell at that point.
  If someone or something should cause the corpse to 
  come into contact with the glowing ember of life force 
  before Castille absorbs it, the subject will immediately 
  recover all of their Shrugs, but their Risk will dissipate 
  into the cosmos.  They will be unable to immediately 
  recover their Risk (as they will have zero Risk at that 
  point), but the beginning of another session or some 
  act of a Game Master (including The Deal) may allow 
  them to refill.
  The dried and emaciated corpse produced by the Feed-
  ing process is ideal for boiling down to a skeleton and 
  raising.
  Just in case someone develops the idea to destroy the 
  Feeding Box, Castille has several spares stored away in 
  warehouses across the globe.
  Should Castille miss his regular once-every-two-week 
  feeding, he has one week to infuse himself with life es-
  sence before he drops into a coma-like slumber.  The 
  natural flow of magic and life-force will slowly infuse 
  him with essence over the course of a year, after which 
  he will awake ravenous, with a week to feed.
  Should his physical body be destroyed during this 
  time, he will re-incorporate one month later, most like-
  ly in Egypt (but someplace funnier if the GM wishes), 
  full of life essence and a strong determination to hurt 
  whoever made his unlife difficult.
  The feeding process is one that Castille has a great deal 
  of reverence for; he prefers to be alone as he observes 
  the death of his victims, and spends an hour in medita-
  tion after he consumes each one.  He appreciates the 
  sacrifice necessary to continue his existence, willing or 
  unwilling.
  Simon Wentworth (Order #27002725)
  
  15
  New Magic Items
  Weapon
  Acc
  Dam
  Range
  Shots
  Weight
  Kick
  AP
  DR
  Shrugs
  Cost
  Chainsaw of Brutality
  +1
  +20
  -
  -
  15 lbs
  -0
  3
  30
  3
  $38,075.00
  Never runs out of fuel (Shots: Infinite applied to fuel tank)
  Risk cost to create:  950.  Castille’s Outlet Cost:  $19,000.00!
      
  Weapon
  Acc
  Dam
  Range
  Shots
  Weight
  Kick
  AP
  DR
  Shrugs
  Cost
  Machete of Harming
  +2
  +7
  St x3
  -
  3 lbs
  -0
  3
  20
  2
  $38,046.00
  Sharper, more accurate, more Damaging!
  Risk cost to create: 950.  Castile’s Outlet Cost:  $19,000.00!
  Weapon
  Acc
  Dam
  Range
  Shots
  Weight
  Kick
  AP
  DR
  Shrugs
  Cost
  Plus Three Pistol of Shooting 
  Forever
  +3
  15
  18 / 24 / 48 / 96
  Inf.
  1 lb
  -0
  0
  30
  3
  $11,550.00
  Never Ever runs out of Bullets!  Supernaturally Accurate!
  Risk cost to create:  600. Castille’s Outlet Cost:  $5,500.00!
  Weapon
  Acc
  Dam
  Range
  Shots
  Weight
  Kick
  AP
  DR
  Shrugs
  Cost
  Softball Bat of Decapitaton
  +1
  +8
  -
  -
  5 lbs
  -0
  0
  30
  4
  $12,059.00
  Decapitating Weapon:  Penalty to hit the head is a -1 instead of a -3, a Critical 
  Success when striking at the head AUTOMATICALLY results in a Decapitation!  
  Amaze your friends, Decaptitate your enemies!
  Risk cost to create:  600.  Castille’s Outlet Cost:  $6,000.00!
  Item
  DR
  Shrugs
  Weight
  Cost
  Drop this coin on the ground, and it automatically points North no mat-
  ter what!  Gives a +3 to rolls on the Navigation skill.  Risk cost to create:  
  300.  Castille’s Outlet Cost:  $1,500.00!
  Navigator’s Coin
  15
  1
  neg.
  $3,100.00
  +3 to Navigation Skill
  Item
  DR
  Shrugs
  Weight
  Cost
  Quintissential Armor Protection in a simple ring!  Gives the wearer +15 
  to their Damage Resistance AND two (2) Armor Shrugs!  Turn even the 
  weakest of your minions into a veritable tank!  Risk cost to create: 950.  
  Castille’s Outlet Cost:  $19,000.00!
  Ring of Defense
  20
  1
  neg.
  $38,100.00
  Intangible Armor Protection
  Total of +15 to DR
  2 Armor Shrugs
  Simon Wentworth (Order #27002725)
  
  16
  Merits
  Artificer
  Alchemist
  Brain
  Cunning Linguist (x 3)
  Danger’s Bitch (x 10)
  Iron Will
  Rich (x 5)
  Spell Slinger
  Steel-Trap Mind
  Superlative
  Tough as Hell (x 3)
  Hot Chicks: 
  The Roleplaying Game
  ©2009, Dakkar Unlimited
  All Right Reserved
  SCIENCE
  Academics
  7
  Astrogation
  1
  Biology
  1
  Chemistry
  1
  Computers
  1
  Cybernetics
  1
  Electronics
  1
  Engineering
  1
  Genetics
  1
  Law
  4
  Medicine
  1
  Military Science
  3
  Navigation
  1
  Occultism
  7
  Parapsychology
  1
  Physics
  1
  Psychology
  5
  Xenology
  1
  Athletics
  Acrobatics
  Climbing
  Extreme Sports
  Lifting
  Running
  2
  Sports
  Swimming
  Throwing
  4
  Zero-G
  Combat
  Archaic Ranged
  4
  Grappling
  2
  Hand to Hand
  3
  Handguns
  2
  Long Arms
  3
  Martial Dam
  2
  Melee
  4
  Toughness
  4
  Espionage
  Acting
  Business
  6
  Communicate
  3
  Cryptography
  2
  Demolition
  Escapology
  1
  Investigation
  6
  Lockpicking
  Security
  3
  Seduction
  Sleight of Hand
  1
  Stealth
  Streetwise
  5
  Survival
  Hobby/Craft
  Art
  5
  Cleaning
  Construction
  3
  Cooking
  Dancing
  Fabrication
  6
  Music
  2
  Repair
  6
  Rope Work
  3
  Sewing
  2
  Styling
  4
  Vehicles
  Animal
  4
  Anthro
  Boats
  3
  Cars
  2
  Helicopters
  Hovercraft
  Jet Packs
  Jet Planes
  Motorcycles
  Prop Planes
  Remote
  Space Shuttles
  1
  Starships
  1
  Submersibles
  Ultra Light
  Special
  Do Magic
  6
  Martial Arts
  Use Cyberware
  Use Psionics
  Use Powers
  6
  Primary
  Strength
  6
  Stamina
  10
  Agility
  8
  Dexterity
  8
  Intelligence
  10
  Perception
  8
  Derived
  Shrugs
  8
  Stamina / 2
  Speed
  18
  Agility + Dexterity + Running
  Will
  13
  (Intelligence + Stamina) / 2
  Initiative
  8
  (Perception + Dexterity) / 2
  Damage 
  Resistance
  30
  Stamina x 2
  Armor Shrugs
  2
  Risk
  230
  Will x 10
  Performance
  Running Speed
  76
  Speed x 4
  S Broad Jump
  4
  (Agility + Acro or Sports) / 2
  R Broad Jump
  9
  (Speed / 2)  + Acro or Sports
  S High Jump
  2
  ((Agility + Strength) / 2 + Acro or Sports) / 4
  R High Jump
  4
  ((Agility + Strength) / 2 + Acro or Sports) / 2
  Dead Lift
  300
  (Strength + Lifting) x 50
  Flaws
  Butt Ugly
  Frigid
  Infertile
  Self-Imposed Limitation:  Cautious and subdued
     operations
  Socially Unacceptable:  Lich
  Skills
  Weapon
  Acc
  Dam
  Staff of the Master Arcanist
  +4/+5
  +4/+5
  Range
  -
  Shots
  Weight
  Kick
  -
  4 lbs
  -0
  AP
  DR
  SHRUGS
  COST
  0
  25
  3
  $94,746.50
  NOTES
  Accuracy and Damage is for one-handed/two-handed use.
  Partially Collapsible, collapses into a cane with half the 
  Accuracy and Damage.  Contains a 50 point small Risk 
  Battery (regenerates one Risk per minute).  Enchanted with 
  Ahlmin’s Veil, making it impossible to detect the presence 
  of Risk in the staff. (1,180 Risk to produce)
  Character Sketch
  Common Rolls
  Attack One
  16/17
  Staff (Damage 12/13)
  Attack Two
  11
  Hand to Hand (Damage 8)
  Dodge
  8
  Parry
  16/17
  (Staff)
  Notice
  14
  Sneak
  8
  Character Name
  Ladron Castille
  Description
  Skeletal, well-dressed,
  Alias
  Lord of Bakersfield
  with a supernatural glow in both eye
  Player
  NPC
  sockets
  Simon Wentworth (Order #27002725)
  
  17
  Equipment or Budget Item
  Cost
  SUPER POWERS
  Personal Durability Alpha (DR +10)
  $2,500.00
  Personal Durability Beta (2 Armor Shrugs)
  $4,000.00
  Hardening
  $15,000.00
  Ignore Suffocation
  $20,000.00
  Ignore Pressure Differential
  $20,000.00
  Ignore Extreme Heat
  $30,000.00
  Ignore Extreme Cold
  $25,000.00
  Ignore Re-Entry
  $10,000.00
  Ignore Radiation
  $30,000.00
  Ignore Hunger
  $15,000.00
  Ignore Thirst
  $15,000.00
  Ignore Poisons
  $15,000.00
  Ignore Disease
  $15,000.00
  Ignore Collisions and Falls
  $30,000.00
  Regeneration Class A
  $1,000,000.00
  Infra-Red Vision
  $20,000.00
  Gadgeteer
  $30,000.00
  MAGIC SPELLS
  Ahlmin’s Foley
  $1,965.00
  BAM
  $821.25
  Brightness
  $2,088.13
  Bite O’ Food
  $5,332.00
  Breath of Air
  $7,440.00
  Cleansing
  $810.00
  Drink O’ Water
  $5,332.00
  Dye Job
  $1,335.00
  Generic Mind Trick
  $13,798.75
  Weapon
  Acc
  Dam
  Range
  Shots
  Weight
  Kick
  AP
  DR
  SHRUGS
  COST
  NOTES
  Character History
  Once a Spanish Explorer, Ladron Castille discovered ancient
  secrets of magic from the Time before Time.  Amassing vast
  wealth and knowledge, he underwent the horrific ritual to become
  a Lich, a mage kept animate past death by force of Will and magic.
  Notes
  Character Name
  Ladron Castille
  Alias
  Lord of Bakersfield
  Player
  NPC
  Page Two
  Armor
  Hits
  Weight
  DR
  SHRUGS
  COST
  NOTES
  Weapon
  Acc
  Dam
  Range
  Shots
  Weight
  Kick
  AP
  DR
  SHRUGS
  COST
  NOTES
  Weapon
  Acc
  Dam
  Range
  Shots
  Weight
  Kick
  AP
  DR
  SHRUGS
  COST
  NOTES
  Simon Wentworth (Order #27002725)
  
  18
  Equipment or Budget Item
  Cost
  MAGIC SPELLS (Cont’d)
  Mental Message
  $2,317.50
  Minor Glyph of Holding
  $9,685.00
  Minor Manipulation
  $950.00
  Off Kilter
  $9,970.00
  Ooh, Sparkly!
  $610.00
  Shade the Senses
  $1,680.00
  Sodrick’s Lighter
  $507.50
  Soft Landing
  $4,750.00
  Tools of Convenience
  $2,820.00
  Transmute Clothing
  $3,960.00
  Warm and Dry
  $585.00
  Wizard Slick
  $6,875.00
  Donner’s Wrath
  $15,000.00
  Fireball
  $10,000.00
  Explosive Fireball
  $35,000.00
  Flame Blast
  $5,000.00
  Lesser Arcane Decoy
  $25,000.00
  Greater Arcane Decoy
  $50,000.00
  Proteus’ Veil
  $20,000.00
  Bonds of Proteus
  $40,000.00
  Skin Walk
  $40,000.00
  Maniac’s Strength
  $4,000.00
  Burning Shards
  $12,000.00
  Vigorous Hide
  $8,000.00
  Lesser Mystic Barrier
  $15,000.00
  Greater Mystic Barrier
  $35,000.00
  Dirge of Extinction
  $1,000,000.00
  Cure Illness
  $10,000.00
  Heal the Body, Lesser
  $20,000.00
  Heal the Body, Greater
  $40,000.00
  Eagle’s Sight
  $2,000.00
  Owl’s Vision
  $1,000.00
  Cloak of Mists
  $2,000.00
  Flight
  $20,000.00
  Summon Spirit, Lesser
  $30,000.00
  Summon Spirit, Greater
  $50,000.00
  Talons of the Beast Lords
  $4,000.00
  Position Jump
  $15,000.00
  Teleport
  $30,000.00
  Gateway
  $60,000.00
  Scrying
  $5,000.00
  Obliteration
  $100,000.00
  Simon Wentworth (Order #27002725)
  
  19
  Equipment or Budget Item
  Cost
  MAGIC SPELLS (Cont’d)
  Blending
  $8,000.00
  Optic Camo
  $15,000.00
  True Invisibility
  $30,000.00
  Circe’s Transmogrification
  $100,000.00
  Mind Armor
  $5,000.00
  Elegy of the Grave
  $8,000.00
  Banish Spirit
  $20,000.00
  Mind Dominion
  $40,000.00
  Call Amphibian
  $1,500.00
  Call Arthropods
  $1,500.00
  Call Birds
  $1,500.00
  Call Fish
  $1,500.00
  Call Mammals
  $2,000.00
  Call Reptiles
  $1,500.00
  Bind Spirit
  $45,000.00
  Sodrick’s Binding
  $10,000.00
  Kiss of Morpheus
  $5,000.00
  Stride of Marthon
  $15,000.00
  Spider Walk
  $5,000.00
  Ward of Hiding
  $10,000.00
  Ward of Shielding
  $10,000.00
  Bane Ward
  $20,000.00
  Ward of the Air
  $10,000.00
  Ward of the Earth
  $10,000.00
  Ward of Fire
  $10,000.00
  Ward of Water
  $10,000.00
  Shatter the Eye
  $20,000.00
  Shatter the Ear
  $20,000.00
  Xombie
  $20,000.00
  Merchant’s Eye
  $2,000.00
  Analyze Enchantment
  $20,000.00
  Condition Enchantment
  $40,000.00
  Charge Risk Battery
  $15,000.00
  Ahlmin’s Lie
  $50,000.00
  Ahlmin’s Veil
  $60,000.00
  Corrupt Conditioning
  $100,000.00
  Enchanter’s Seal
  $100,000.00
  Break Minor Curse
  $30,000.00
  Break Curse
  $60,000.00
  Damnation Negation
  $1,000,000.00
  Quicken Skeleton
  $4,950.00
  Raise Skeleton
  $18,000.00
  Simon Wentworth (Order #27002725)
  
  20
  Equipment or Budget Item
  Cost
  EQUIPMENT
  Staff of the Master Arcanist
  $94,746.50
  Ring of Mind Shielding
  $860.00
  Smoker’s Escape
  $1,765.00
  Coin of Zagydeon
  $232,500.00
  Alchemy Tools
  $10,000.00
  Esoteric Tool Kit
  $2,000.00
  Basic Tool Set
  $50.00
  Metal Shop
  $10,000.00
  Composites Shop
  $15,000.00
  Sandard Tech Armorer Tools
  $1,500.00
  Expansive and expensive wardrobe
  $250,000.00
  Empty lot in Virginia
  Paid For
  Warehouse/Store Front in Bakersfield
  Paid For
  Simon Wentworth (Order #27002725)
  
  21
  Hot Chicks: The Roleplayhing Game ©2009, Dakkar Unlimited  All Right Reserved
  Budget Item
  Cost
  Weight
  Ignore Suffocation
  $20,000.00
  Ignore Hunger
  $15,000.00
  Ignore Thirst
  $15,000.00
  Ignore Poisons
  $15,000.00
  Ignore Disease
  $15,000.00
  Sharpness
  $10,000.00
  Impressive Leaping
  $15,000.00
  Impressive Sprinting
  $10,000.00
  Dodge without Penalty
  $15,000.00
  Steel Fortress
  $5,000.00
  Ring of Defense (In Skull)
  $38,100.00
  ONE OF
  Machete of Harming
  $38,046.00
  Chainsaw of Brutality
  $38,075.00
  Plus Three Pistol of Shooting Forever
  $12,059.00
  Strength
  5
  Stamina
  5
  Agility
  7
  Dexterity
  6
  Intelligence
  4
  Perception
  4
  Shrugs
  3
  Speed
  20
  Will
  5
  Initiative
  5
  DR
  29
  Armor Shrugs
  2
  Risk
  50
  Running Speed
  160
  S Broad Jump
  11
  R Broad Jump
  28
  S High Jump
  5
  R High Jump
  10
  Dead Lift
  250
  Skills
  Acrobatics
  4
  Running
  4
  Handguns
  3
  Grappling
  5
  Hand to Hand
  5
  Martial Dam
  4
  Melee
  5
  Toughness
  4
  Investigation
  3
  Rope Work
  3
  Merits
  Fast
  Quick
  Martial Artist
  Preternatural
  Flaws
  Owned
  Personal Dedication:  Caster, or
     person designated by Caster
  Physical Limitation:  Can not
     even attempt Stealth
  Physical Limitation:  Dead as
     Hell at -2x Shrugs
  Physical Limitation:  Immune to
     Healing
  Socially Unacceptable:  Undead
  Name
  Skeletons
  Description
  Bones bereft of flesh, yet
  Also Known As
  still animate.  Creepy eyes optional.
  Attack
  Roll
  Damage
  Machete (AP 3)
  14
  16
  Chainsaw (AP 3)
  13
  29
  Handgun (Shots: Infinite)
  12
  15
  Hand to Hand
  12
  9
  Defense
  Roll
  Machete Parry
  Hand to Hand Parry
  Notes
  Design Cost:  $26,000.00
  Usually equipped with a “Machete of Harming,” “Chainsaw of Brutal-
  ity,” or “Plus Three Handgun of Shooting Forever.”
  Simon Wentworth (Order #27002725)
  
  22
  Merits
  Alchemist
  Artful
  Brain
  Cunning Linguist (x 1)
  Danger’s Bitch (x 1)
  Iron Will
  Rich (x 3)
  Spell Slinger
  Hot Chicks: 
  The Roleplaying Game
  ©2009, Dakkar Unlimited
  All Right Reserved
  SCIENCE
  Academics
  5
  Astrogation
  1
  Biology
  1
  Chemistry
  1
  Computers
  3
  Cybernetics
  1
  Electronics
  1
  Engineering
  1
  Genetics
  1
  Law
  2
  Medicine
  2
  Military Science
  1
  Navigation
  1
  Occultism
  3
  Parapsychology
  1
  Physics
  1
  Psychology
  2
  Xenology
  1
  Athletics
  Acrobatics
  1
  Climbing
  Extreme Sports
  Lifting
  Running
  Sports
  Swimming
  Throwing
  Zero-G
  Combat
  Archaic Ranged
  Grappling
  2
  Hand to Hand
  1
  Handguns
  3
  Long Arms
  Martial Dam
  Melee
  1
  Toughness
  2
  Espionage
  Acting
  3
  Business
  2
  Communicate
  Cryptography
  Demolition
  Escapology
  Investigation
  3
  Lockpicking
  Security
  Seduction
  2
  Sleight of Hand
  Stealth
  Streetwise
  3
  Survival
  Hobby/Craft
  Art
  1
  Cleaning
  1
  Construction
  1
  Cooking
  1
  Dancing
  1
  Fabrication
  3
  Music
  1
  Repair
  2
  Rope Work
  1
  Sewing
  1
  Styling
  3
  Vehicles
  Animal
  Anthro
  Boats
  1
  Cars
  2
  Helicopters
  Hovercraft
  Jet Packs
  Jet Planes
  Motorcycles
  Prop Planes
  Remote
  Space Shuttles
  Starships
  Submersibles
  Ultra Light
  Special
  Do Magic
  3
  Martial Arts
  Use Cyberware
  Use Psionics
  Use Powers
  Primary
  Strength
  6
  Stamina
  6
  Agility
  7
  Dexterity
  8
  Intelligence
  8
  Perception
  7
  Derived
  Shrugs
  3
  Stamina / 2
  Speed
  15
  Agility + Dexterity + Running
  Will
  10
  (Intelligence + Stamina) / 2
  Initiative
  8
  (Perception + Dexterity) / 2
  Damage 
  Resistance
  12
  Stamina x 2
  Armor Shrugs
  Risk
  110
  Will x 10
  Performance
  Running Speed
  60
  Speed x 4
  S Broad Jump
  4
  (Agility + Acro or Sports) / 2
  R Broad Jump
  9
  (Speed / 2)  + Acro or Sports
  S High Jump
  2
  ((Agility + Strength) / 2 + Acro or Sports) / 4
  R High Jump
  4
  ((Agility + Strength) / 2 + Acro or Sports) / 2
  Dead Lift
  300
  (Strength + Lifting) x 50
  Flaws
  Cheap Drunk
  OCD:  Hand washing
  Personal Dedication:  The Daughters of
     Wickedness
  Self-Imposed Limitation:  Do anything it takes to
     attain magical knowledge.  Anything.
  Socially Unacceptable:  Dark mage working for a
     Lich
  Skills
  Weapon
  Acc
  Dam
  Range
  Shots
  Weight
  Kick
  AP
  DR
  SHRUGS
  COST
  NOTES
  Character Sketch
  Common Rolls
  Attack One
  13
  Fireball (Damage 10, 20, or 30)
  Attack Two
  8
  Hand to Hand (Damage 6)
  Dodge
  8
  Parry
  8
  (Hand to Hand)
  Notice
  10
  Sneak
  7
  Character Name
  Leillani Cassandra
  Description
  Brown-haired, violet-
  Alias
  Leila
  eyed, busty and ever so pleasantly
  Player
  NPC
  plump. 
  Weapon
  Acc
  Dam
  Range
  Shots
  Weight
  Kick
  AP
  DR
  SHRUGS
  COST
  NOTES
  Simon Wentworth (Order #27002725)
  
  23
  Weapon
  Acc
  Dam
  Range
  Shots
  Weight
  Kick
  AP
  DR
  SHRUGS
  COST
  NOTES
  Character History
  A low-ranking member of the Daughters of Wickedness, Leilo
  found Ladron Castille when she was seeking out the manufacturer
  of magic items in Bakersfield.  Seeing the great potential for
  learning, she convinced him to allow her to apprentice under him.
  She works as his public face and shopkeeper, in exchange for 
  room, board, a small salary, and the occasional magical secret.
  Notes
  Leillani lives in Ladron Castille’s workshop/shop/home, and has all of her living expenses paid for by Castille.
  Character Name
  Leillani Cassandra
  Alias
  Leila
  Player
  NPC
  Page Two
  Armor
  Hits
  Weight
  DR
  SHRUGS
  COST
  NOTES
  Weapon
  Acc
  Dam
  Range
  Shots
  Weight
  Kick
  AP
  DR
  SHRUGS
  COST
  NOTES
  Weapon
  Acc
  Dam
  Range
  Shots
  Weight
  Kick
  AP
  DR
  SHRUGS
  COST
  NOTES
  Equipment or Budget Item
  Cost
  MAGIC SPELLS
  Ahlmin’s Foley
  $1,965.00
  BAM
  $821.25
  Brightness
  $2,088.13
  Bite O’ Food
  $5,332.00
  Breath of Air
  $7,440.00
  Cleansing
  $810.00
  Drink O’ Water
  $5,332.00
  Dye Job
  $1,335.00
  Generic Mind Trick
  $13,798.75
  Mental Message
  $2,317.50
  Minor Glyph of Holding
  $9,685.00
  Minor Manipulation
  $950.00
  Off Kilter
  $9,970.00
  Ooh, Sparkly!
  $610.00
  Shade the Senses
  $1,680.00
  Sodrick’s Lighter
  $507.50
  Soft Landing
  $4,750.00
  Tools of Convenience
  $2,820.00
  Transmute Clothing
  $3,960.00
  Warm and Dry
  $585.00
  Wizard Slick
  $6,875.00
  Fireball
  $10,000.00
  Vigorous Hide
  $8,000.00
  Quicken Skeleton
  $4,950.00
  EQUIPMENT
  Sexy Assault Undies of Comfort
  $7,045.00
  Large and Varied Wardrobe
  $15,000.00
  Sports Car
  Paid For
  Simon Wentworth (Order #27002725)
  
  24
  Adventure Seeds
  Here are a few ideas for how you can get a party of 
  Player Characters involved with the dread Ladron 
  Castille.
  The relative of a PC goes missing in a scenic little 
  • 
  town off the Interstate.  Place is called Bakersfield.
  Bad guys start showing up in the PC’s neighbor-
  • 
  hood with magic weapons that they shouldn’t be 
  able to afford.
  On a trip to another destination, the group stops in 
  • 
  Bakersfield for the night.  The sidewalks roll up at 
  eight o’clock, but there’s got to be SOMETHING to 
  do at night here, right?
  An agent of the Ministry approaches the PCs for 
  • 
  assistance with what may, or may not be, an Evil 
  enchantment ring.
  An older man known to the PCs becomes obsessed 
  • 
  with this woman he’s been seeing on the Internet. 
  She gives him little peep shows every so often, but 
  it seems that in exchange, he’s been giving up very 
  sensitive magical information entrusted to him by 
  a secret order of druids.  Could the PCs check her 
  out and make sure he hasn’t done something re-
  ally, really stupid?
  A strange looking man (Ladron Castille disguised 
  • 
  by a Proteus’ Veil spell) has been visiting local li-
  braries and checking out a frightening assortment 
  of books on metaphysics, structural engineering, 
  and astronomy.  He creeps the hell out of one of 
  the librarians, who the PC know as psychically sen-
  sitive.
  A coalition of people who have lost relatives and 
  • 
  associates in the area of Bakersfield approach the 
  PCs, and ask them to poke around and see what’s 
  happening, as most of the coalition have spent a 
  night or two in Bakersfield’s comfortable and mod-
  ern jail when they poked around themselves.
  On the Nature of 
  Recurring Villains
  Chances are that, if a group of PCs come up against 
  Ladron Castille, they’ll come up against him again at 
  some point.
  It’s possible, of course, that the group could batter 
  through his army of magic-item enhanced skeletons, 
  determine his true nature, penetrate his substantial 
  mental defenses to probe his mind for the location of 
  his Phylactery, defeat his physical form, and take out 
  the site where his Phylactery is stored, ending his ex-
  istence forever.
  There’s a lot that they can miss, in here.  Castille didn’t 
  get to be over two centuries old and learn every spell 
  in the book (plus a few) by being easy to figure out.  Li-
  ches aren’t common, and while you can find informa-
  tion about them, it’s unlikely that the first thing people 
  will think of, when encountering the conundrum that 
  is Bakersfield, is that there’s a Lich behind it. 
  He’s stacked the deck in his favor in Bakersfield, he 
  conceals his true nature from everyone but his assistant 
  and his “already-tied-up-and-about-to-die” victims, 
  and he’ll do what it takes to keep his advantages.
  It gets more difficult.
  If Castille realizes that his mind has been probed (like-
  ly, with his high Will), he has more than enough magi-
  cal power and knowledge to get to the site of his Phy-
  lactery within less than a minute, recover it, and take 
  it far, far away.
  What we’re trying to say here, basically, is that even if 
  Bakersfield gets hit by a couple of PC produced nucle-
  ar weapons, Castille will probably be back.
  He’s immortal and patient, he can dig one of his Feed-
  ing Boxes out of storage and start another operation 
  somewhere else.  He’s going to remember the people 
  that made the sweet opportunities of Bakersfield go 
  away, though... the PCs will have their chance to de-
  stroy him again.
  Personally, I wouldn’t let the PCs get him until at 
  Simon Wentworth (Order #27002725)
  
  25
  LEAST the third time they meet.
  Of course, he could always team up with another cam-
  paign villain... the Daughters of Wickedness, Omega 
  Thule, or even the Cult of Mammon would all be 
  pleased to have access to his extensive magical knowl-
  edge.
  Still, we’ll echo the words of Constantino Devonshire 
  from the Intro of this book.
  Do not deal with a Lich lightly.  Do not seek to gain their 
  favor, do not seek to ally yourself with one, and do NOT try 
  to gain an advantage over it.  If you can, leave them to their 
  own devices.  If you must fight one, do not hold anything 
  back.
  Because you can be certain that Castille isn’t going to 
  hold anything back. 
  Simon Wentworth (Order #27002725)
  
  26
  Such a Deal!
  Welcome to scenic Bakersfield, a 
  small town in a state near you.  En-
  joy the booming local economy, the 
  quaint shops, the friendly people, and 
  the great pie!
  And, if you know what you’re looking 
  for, enjoy the astonishing deals on 
  magic items of all kinds.
  A few words of warning, though...
  Don’t go outside after 8:00 PM.  The 
  folk in Bakersfield like to get a good 
  night’s sleep.
  Don’t go looking for the town’s master 
  Enchanter - he kind of likes his pri-
  vacy, if you know what we mean.
  Oh, and try not to be too exceptional.  
  Exceptional people dissapear, every 
  so often.  Just up and vanish.  
  Did we mention that you shouldn’t 
  go looking for the town’s master En-
  chanter?  
  ‘Cause he might be lookin’ for you...
  Simon Wentworth (Order #27002725)
  
SOURCE: textdata/thevault/Hot Chicks (victory)/Hot Chicks - The Lich Lord of Bakersfield!.pdf