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Thursday, December 13, 2012
Fantasy Core RPG--Permanent Demonic Pacts
FANTASY CORE RPG
(c) Jerry Harris, 2012
Published here as Open Game Content.
Permanent Demonic Pacts
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The truly dangerous spellcasters are the ones who become monsters. The Wizard Council and paladins will immediately hunt these creatures down wherever they are found to exist.
While you can simply use standard monster stats, I'd suggest individually crafting them, picking unique powers, stats, and spells. Also, do not accept this list as comprehensive nor authoritative. There are many other differnet traditions for these creatures, please exploit them. For example there are Nosferatu vampires, vampires with capes, vampires that sparkle in sunlight, vampires that are OCD about counting, and vampires with a fetish for breakfast cereal. (Or other examples that are much less ridiculous.)
(Sidebar: In the Macedonian tradition, millet grain is put in the coffins of the dead suspected of being vampires. They will compulsively start counting the grain and that keeps them busy indefinitely. Connecting the dots, this means that The Count from Sesame Street isn't obsessed with helping children learn about numbers, it is simply an aspect of his undead nature.)
Lycanthropy (Werewolf)
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- HD 4d8, BAB +4, AC 14 * see below, Fort +4, Ref +4, Will +4
- Damage Claw (or wolf-bite) 2d4
- Up to 2nd level spells in human form. Will take full wolf or man-wolf form under full moon to feed.
A low-level warlock or witch allows themselves to be possessed by a demon, which wants to feed on human flesh. These are usually those who have unwisely attempted forbidden spells at a low-level of experience and gotten themselves possessed in the process. Higher level magic users are generally smart enough to not be taken over so easily. Of course, homicidal maniacs or those hysterically seeking vengeance may willingly seek out the possession. There are those rare individuals born with the shapechanging ability (a supernatural conception of some sort). They are not necessarily malevolent and may have much more arcane power. A prince of werewolves, a powerful warrior and wizard, may actually be a ruler and hero to those under his protection.
They are invulnerable to normal damage, but can be hurt by silver and magic weapons. They are not undead, nor immortal, but are very powerful. Under each full moon, they are compelled to cast a spell to take the form of an animal (such as a wolf, but other types are possible), requiring the hide of the animal, an enchanted oil, and a ceremony. The caster becomes the animal for the duration of the spell, without any human intelligence. They will lose conscious memory of their actions while in animal form. While in animal form, they must feed on human flesh to maintain their abilities. Evil witches and warlocks often run in a pack with other so infected members of their coven.
Lichcraft
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- HD 10d12, BAB +5, AC 19 * see below, Fort +3, Ref +3, Will +7
- Damage Claw 1d6 and -1 level XP
- Up to 5th level spells (and beyond).
A high-level warlock uses forbidden magic to become a skeletal undead and thus immortal. Its soul is contained in a small object, a phylactery. They cannot be permanently killed as long as their soul object is intact (they will reform within a day). They mostly shun human contact and work through intermediaries. This procedure is usually done to allow the warlock an unlimited amount to time to study the arcane and work on long-range plans. They are immune to normal weapons. Those drained to 0 XP by their touch become permanent thralls of the Lich. Liches may keep thralls by HD equal to their own HD in service.
Mummy Wrapping
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- HD 8d12, BAB +8, AC 19 * see below, Fort +4, Ref +2, Will +8
- Damage Slam 1d12 and -1 level XP
- Up to 4th level spells.
A fallen paladin cult leader near death uses forbidden magic to become undead and thus immortal. Its soul is contained in a small object, a Ka. They cannot be permanently killed as long as their soul object is intact (they will reform within a day). They mostly shun human contact and work through intermediaries.
Ancient holy men used this procedure to eternally protect a tomb or temple or such, some with the possibility of being roused in the future to rule, in which case a cult may be servicing the mummy's abode. The modern practitioner has hopes of being an eternal king. They will wear golden masks and such to hide their appearance. They are immune to normal weapon damage. Magic weapons and fire do full damage. Those drained to 0 XP by their touch become permanent thralls of the mummy. Mummies may keep thralls by HD equal to their own HD in service.
Demon Knighthood
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- HD 9d12, BAB +9, AC 18, Fort +6, Ref +3, Will +6
- Damage two-handed demon sword 1d12, causes maximum damage on a hit with a natural 16
A fallen paladin turned to an immortal armored undead skeleton. They endure this rite because they were close to death anyway and are desiring eternal vengeance, or have been otherwise corrupted. These are powerful warriors with a demon-possessed magic sword (their armor and sword disintegrate upon defeat, or alternately the Ref may allow foolish player characters to attempt to use them and have to fight off constant attempts by the items to corrupt them).
Physical death turns them into a spirit, until they reform into a demon knight again in 24 hours. Consecrating their remains in a holy shrine is only way to finish them. They can actually be harmed by normal weapons and cannot cast spells. There are rumors of a shadow Circle of Elders who command the demon knights, whose true motivations and goals are unknown.
Vampirism
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- HD 8d12, BAB +8, AC 17 * see below, Fort +6, Ref +4, Will +6
- Damage Slam 1d6 and -1 level XP
- Up to 4th level spells.
- Most vampires also have individual banes and abilities, like turning into a bat or repulsion to garlic, but it varies from one to another.
A sorcerer, warlock, or fallen paladin allows themselves to become possessed by a nocturnal demon with a blood fetish. Likely this rite was enacted because their bodies had been damaged by dangerous spell use. They become undead and immortal, and also physically renewed and un-aging. They are required to drink human blood every night to maintain their immortality. They are destroyed by sunlight and by other means, and can be hurt by magic and silver weapons, but are invulnerable to normal damage. They also drain XP with each hit. Those drained to 0 XP by their touch become permanent thralls of the vampire. Vampires may keep thralls by HD equal to their own HD in service.
Succubi (f)/Incubi (m) Inhabitation
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- HD 6d8, BAB +6, AC 16 * see below, Fort +6, Ref +6, Will +7
- Damage Claw 1d6 or by weapon
- Charming DC 18 Will sv, will do the demon's will for 1 turn if used on an unsuspecting victim, but only 1 rd in combat
- Soul-Draining Kiss -1 level XP, can only be used on charmed victims, if used in combat, the demon and victim are both helpless while engaged.
- Up to 3rd level spells.
- Has ethereal wings.
A witch or wizard fully possessed by a lustful demon, using their host body for sex. This rite was enacted to fulfill an obsession the caster already had. They are not actually undead, but are immortal, so long as they have daily sex (with an energy drain). They are un-aging and perfectly beautiful with a powerful charming ability. They drain XP with each sexual encounter, which often kills the partner. They are invulnerable to normal weapons, but can be hurt by magic and silver weapons. They are rivals with vampires, as they both feed on the same stock. Sex demons don't keep permanent thralls, in fact they won't have sex with the same person twice.
Haunting Spirit (Oriental Setting)
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- HD 10d12, BAB +5, AC 19 * see below, Fort +7, Ref +7, Will +7
- Damage touch 1d6 and -1 level XP
- Up to 5th level spells (and beyond).
- Flight and invisibility/intangibility (they cannot attack while in this state).
A high-level evil shaman may voluntarily transcend physical existence to haunt an area as a ghost (or may be haunting the place of their death). They have full powers and will be invulnerable to physical attack (but not magical). They drain XP with each hit. They do not keep thralls. Ghosts are cunning, but are nearly mindless in their rage to haunt. To deal with a ghost, they must be defeated (0 hp) and their haunt consecrated. Given their nature, they usually have to be baited and trapped to remain tangible long enough to be defeated.
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