"And all the others together with them took unto themselves wives, and each chose for himself one, and they began to go in unto them and to defile themselves with them. And they taught them charms and enchantments, and the cutting of roots, and made them acquainted with plants.
And they became pregnant, and they bare great giants, whose height was three thousand ells: Who consumed all the acquisitions of men. And when men could no longer sustain them, the giants turned against them and devoured mankind."
Book of Enoch [3:7]
EXULTANT
Skill: 1. Statecraft. 2. Poisoning. 3. Hunting. 4. Dancing.
Starting Items: Sweet bread, hard chocolate and candied fruit, a bottle of rosewater, fine garments of quilted silk or heavy fur (light) and your choice of: a paramerion (medium) and six barbed plumbata (light); a leaf-bladed spear (medium) and dhal shield; or a triangular dagger (light) and recurve bow with a dozen arrows (medium). You also carry two Indulgences (roll 1d6 then 1d12).
You are Adonis, Helen and Mary. The Rebis and the Theotokos. The consort of the gods. Once human, your body was twisted into an object of reproduction for the Nephilim, rebuilt to withstand the mental and physical strain of mating with divinity. They have made you beautiful, cruel, and strong.
Exultants stand a full 7' tall, with hairless bodies save for their flowing locks of hair and thick eyelashes. Their ears are shaped like blades, their hands and feet have six digits in mimicry of their masters. Though initially little more than concubines, the Exultants increasingly clutch for more temporal power, effectively functioning as a hereditary aristocracy of bureaucrats, clergy and landowners.
+1 to SAVE and reactions per template.
A: Decadent, +1 to Hit, +1 Spell
B: Bullying Swagger, Pain Breaks The Rhythm, +2 Spells
As an Exultant, you are proficient with swords, daggers, bows and spears. You can wear all armour, though it costs double due to your impressive height. You can wield shields, but cannot sunder them.
DECADENT
Narcotic cocktails, recreational torture, brain-melting enchantments, merely a daily facet of court life. You've since built up a tolerance to such occupational hazards. You're immune to charm, paralysis and sleep effects. You take half damage from poison, venom or similar toxins.
Once per day, you can also ingest a dizzying amount of drugs to gain +1 MD for spellcasting.
BULLYING SWAGGER
Your inferiors know better than to raise a hand against you. Gain a cumulative +1 to AC and SAVE if someone is poorer, smaller or uglier than you. This is most people.
Your wealth is not measured in a theoretical sense, but what you are physically carrying. This makes it is mechanically advantageous to dress as extravagantly as possible. And so long as your outfit isn't overly garish, covering yourself in finery also ensures your enemies will be uglier than you.
PAIN BREAKS THE RHYTHM
It was to your forbearers the gods first taught the terrible wonders of magick. Spellcasting comes as naturally to you as screaming, bleeding or weeping. If any of your MD would ever expend, you can suffer [face] damage to instead return it your casting pool.
SPELLS
At A template, roll on this table with a 1d4. At B template, roll 2d6. If you roll a duplicate just pick a different spell adjacent to the one you rolled.
1. Royal Decree
R: self T: [sum]x30' D: [dice]x2 hours
Speak and they shall listen. Whenever you raise your voice to a shout, it can be heard anywhere in the affected area irrespective of physical barriers, silencing spells or louder noises. It also transcends all linguistic barriers, any sentient creatures can comprehend your words. This communications only works one-way; you cannot understand what lesser beings say back to you. But why would you want to?
2. Smell Of Fear
R: self T: [dice]x10' D: [dice]x1 hours
Detect strong emotions like terror, rage, pain and pleasure as a glowing aura. This doesn't function through solid objects, but it does in darkness or against invisible opponents. Because this spell gauges someone's mental state, it has no effect on mindless creatures, automatons or people with unusually good emotional regulation. It works fine on undead though, they're typically very angry creatures.
3. Fatal Attraction
R: 30' T: [sum] creatures D: [highest] rounds
Flash a smile, strike a pose, show some skin. Targeted creatures must SAVE or be overcome with a heady mixture of primal fear and carnal desire, confusing them into inaction for the spell's duration. Though all attacks against them automatically hit, any damage will end the enchantment early.
4. Out Damned Spot
R: touch T: a creature D: instant
Rise above the filth and misery of the lower classes. Wave your hand and remove all scars, dirt, blood or other qualities detracting from your target's beauty. This spell also cleans their hair, exfoliates their face, clips their nails and launders their clothing. Though it closes wounds and stops bleeding, it does little to remedy any internal damage. The cosmetic repairs still heal the target [dice] HP.
5. Exquisite Agony
R: 100' T: a [dice]x10' sphere D: [sum] rounds
Pain and pleasure, indivisible. All sensations in the affected area are increased twofold for the spell's duration, making normally pleasurable activities like smoking, drinking or sex mind-numbingly ecstatic. It also makes petty fears totally overwhelming and minor injuries unbearably painful, decreasing morale by [dice] and doubling any damage taken.
6. Ensorcel
R: 30' T: a creature D: [sum] days
Lock eyes with your target and bid them to obey. They must SAVE or become charmed by you, obeying all of your commands for the spell's duration. Any particularly heinous acts, especially harming former allies or committing suicide, provoke an additional SAVE to end the enchantment early.
- Gloios. Vials of sweat carefully scraped from the skin of a champion pitfighter. Suffused with violence and erotic power. A potent aphrodisiac. 1 slot.
- Adrenochrome. Syringes of adrenalin-rich human blood, one of the most prized substances on Urth and an important reserve currency for the Nephilim's potentates. 1 slot.
- Hashish. Sticky bricks of delicious herb. Typically burned inside a shallow bronze censer that is held below the face, as to breath in the mind-numbing smoke. 1 slot.
- Aqua Vitae. Heavy decanter of distilled wine. Strong enough to strip paint. 1 slot.
- Green Tobacco. Large leaves of tobacco, dripping wet with nicotine. Place them upon bare skin to absorb the stimulant transdermally. 1 slot.
- Venom. A collection of serpent fangs, still filled with zootoxins. Injected into your veins it acts as a potent hallucinogen, but for lesser beings it deals 2d6 damage on a failed HRTS roll. 1 slot.
- Destrier. Technically not a warhorse, but a genetically engineered reptilian hybrid. (3 HD, AC as chain, x2 movement, 10 morale, +2 to hit, trample 1d8+1).
- Hunting Wyrm. A winged constrictor snake trained to recover prey after a hunt. (2 HD, AC as leather, x3 flying movement, 8 morale, +2 to hit, bite 1d6 or grapple).
- Jackalope. An antlered jackrabbit with beady eyes and black fur. In a pinch, you can sacrifice it to generate +1 MD. (1/2 HD, AC as leather, x2 movement, 5 morale, +0 to hit, horns 1d4).
- Thaumaturgic Shackles. Heavy iron manacles and accompanying key. Designed to bind both the hands and feet. Prevents a captive from casting spells while affixed. 2 slots.
- Stone Burner. An orb of transparent crystal filled with blue fire. Effectively an unquenchable lantern with unlimited fuel. If shattered it releases a 30' sphere of brilliant light which permanently blinds anyone who fails a HRTS roll. 1 slot.
- Pain Rifle. An evil weapon of glass, bronze and quartz, used by the Men of Leng on slave raids. Fires an invisible laser that inflicts 2d8 damage in a 100' line, SAVE for half. The beam does not kill at 0 HP, instead stunning its victim for a turn. The rifle is recharged by keeping it in proximity to human agony for an hour. The Lengites typically torture galley slaves to reload. 2 slots.
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