Showing posts with label stolen from Fire on the Velvet Horizon. Show all posts
Showing posts with label stolen from Fire on the Velvet Horizon. Show all posts

Monday, October 26, 2020

TwK: Hermit Geist

 You fill find a cabin in the middle of the woods, despite encountering no signs of people being nearby.  Inside, you will find a fire burning and tea brewing, but no one is home.  Upon further inspection, other things don't seem quite right- there is no food in the kitchen, only tea and salt, the cushions are moth-eaten and there are suspicious slashes in the wood that look like they were caused by knives.  But before you could  

They are Ghosts, of a most tragic and vengeful kind.  No ordinary death is suitable to produce one, only the most tragic, horrid or defiling.  Most of the time, the death involves some sort of violation, usually of the sanctity of a home or the laws of hospitality.  The slain is robbed of their life and their blood seeps into the foundations of the house.  Their anguish fills the pipes and their moans of pain and sorrow echo through the halls, often being mistaken for wind or the creaking of old wood.  But do not doubt they are there, and they are angry.  

Such Ghosts are known as Hermit Geists, or Poltergeists.

                                                                  by neverdying

Base Hermit Geist Statblock
HD X
AR None- Ethereal Nature
Atk Withering Touch (1d6) or Improvised Weapon (1d6+Y)
Mor 16
Saves (7+X) or less
Immune to Cold, Poison and Necrotic damage.

Ghost: A Hermit Geist counts as being Undead.  They can also fly and are intangible, so non-spiritual objects pass through them.  They are immune to damage from non-magical weapons, as well as cold, poison and necrotic damage.

Sunlight Damage: Hermit Geists take 6 damage a round they are exposed to sunlight.

Invisible: Hermit Geists are always invisible.  However, they leave signs of their presence.  These signs can include pockets of cold air, scents, a linger presence, the feeling of being watched, etc.  Additionally, Cats and Dogs can detect a Hermit Geist and they can always be seen in a mirror.

Conditional Immortality: Hermit Geists are bound to an object.  As long as that object is intact, the Ghost cannot truly be killed.  If reduced to 0 HP, a Hermit Geist will return to life the next day at midnight.  The only way to permanently get rid of a Hermit Geist is to destroy the object they are bound to. 

Locally Bound: Hermit Geists cannot leave the dwelling they currently inhabit.

Object Control: A Hermit Geist can control any mundane objects inside the dwelling it inhabits as if they were extensions of its' body.  To see how powerful a Hermit Geist is or how many objects it can control, consult the tables below.  A Hermit Geist can also control the fixtures and features of a house that a person should, meaning it can open, close and lock doors, draw blinds or do anything a person could. 

Tactics:
- Lure people inside
- Separate them into manageable groups
- Destroy those who pose a real threat to you first
- Keep them away from your "heart"

To customize a Hermit Geist, roll on the tables below:

How strong is this Hermit Geist?

1d4

1- Pathetic.  The Hermit Geist has 1d3 HD.  It has an Attack Bonus of +1.
2- Weak.  The Hermit Geist has 1d4 HD.  It has an Attack Bonus of +2.
3- Strong.  The Hermit Geist has 1d4+2 HD.  It has an Attack Bonus of +3.
4- Terrible.  The Hermit Geist has 1d6+1 HD.  It has an Attack Bonus of +4.

Hermit Geists can simultaneously move a number of objects equal to their HD. 

                                                     by MercuryRapids

Hermit Geists begin usually in humble dwellings, but as they slay those who enter their homes and drink the life-force from their shattered frames, they grow in power and strength, until their once comfortable domiciles become cramped and stifling. At this point, the Hermit Geist seeks out another like it, a haunted home with no living residents. 

You may see such a duel, though it will not look like much.  A cottage on the isolated plain will suddenly be faced by a thatch-roofed bungalow that fell from the sky and assembled itself in seconds, or a yurt will suddenly find an elaborate tent with an attached pavilion fly down from the sky like a dragon of canvas and wooden poles, before assembling itself before the rival's threshold.  The two ghosts will then engage in a contest of wills, a duel testing the depths of the other's hatred and their malice toward the living.  Then, it will be over.  The winner will occupy the other's home and the loser will be forced out into much more humble environs.

This will occur each time the Geist grows too large for its current housing and seeks a better view.

To see what building a Hermit Geist currently inhabits, roll on the table below, adding a bonus to the roll equal to the Hermit Geist's Attack Bonus.    

1d12
2: A tent or other mobile housing.
3: A yurt,
4: A cottage,
5: A modest family home.
6: A longhouse.
7: A repurposed building.
8: A tower.
9: An underground survival bunker.
10: A treehouse.
11: A boathouse.
12: A manse.
13+: A palace.

As a Hermit Geist trades up in living space and accumulates notches on it's knife, it gradually loses bits of itself.  What begins as a ghost seeking to avenge itself upon a particular person gradually transforms into a force of concentrated malice, with no real desire but to continue it's bloody spree, carving a covert swath across the world, one broken body at a time.

Hermit Geist Plot Hooks:

1d4

1- You fill find a cabin in the middle of the woods, despite encountering no signs of people being nearby.  Inside, you will find a fire burning and tea brewing, but no one is home.  Upon further inspection, other things don't seem quite right- there is no food in the kitchen, only tea and salt, the cushions are moth-eaten and there are suspicious slashes in the wood that look like they were caused by knives.  But before you can seriously consider what this mean, the sharpened, oiled knives hanging on the racks in the kitchen animate and fly right for your throat!
2- A mysterious tower suddenly appeared at the edge of a town.  A group is sent to investigate, but only one returns, claiming that the Witch inside killed the others.  Go and retrieve the witch and bring her here, so she can answer for her crimes.  When she cries that she did not do it, that it was her house, just ignore her.  When the tower disappears a few days later, ignore that as well. 
3- A possible Demon cult has been spotted.  However, the members behave strangely.  Instead of performing black rituals, they simply kidnap people and spirit them away, leaving no trace of where the deceased could have gone.  Find out where the cult is taking people.  Secretly, the "cult" is just a group of concerned people whose children are being held hostage by he Hermit Geist, who are placating it with sacrifices.  The leader of the cult is the only genuinely evil one- though he's pretending otherwise. 
4- A Necromancer who is famous for devouring the souls of ghosts wants the party to help him locate a legendary Hermit Geist and help him trap it.  The Necromancer, if he devours such a Ghost, would be far more powerful than any wicked man should be. But at the same time, the Hermit Geist will just continue killing if it is left alone.  Can the party neutralize both parties or will one become vastly stronger at the expense of the other?

                                                                     by Luca Nemolato

Thursday, October 25, 2018

OSR: Prophets and Clairvoyant Monsters

This is a post about seeing the future, and some other monsters who can do it too, sort of.  So first, I would recommend reading this post, as its where I got the idea of Prophets for.  Secondly, the two monsters below are inspired by Fire on the Velvet Horizon, and as such, are mostly the work of Scrap Princess and the fabulous Patrick Stuart.  Also, you should read that book anyway, not just to get their takes on these creatures, but just to read the book, as it is well worth you time.  Additionally, for further reading, you may wish to consider the Angel of Fate.  Now the formalities out of the way, let's get started.


To see the future is a boon, yet is not granted without a heavy toll.  The few people who have this ability are called Prophets.  Prophets suffer from the ultimate curse, and the greatest blessing.  They lose the ability to do anything normal, but in exchange, you can gain almost anything you desire.  For one blessed with foreknowledge and foresight, talking to people is often an irritating formality, sporting events and political contests are tedious exercises in futility, and wars are massive tragedies, one the Prophet may have attempted to stop, only to reason that they could not, most likely too late.  But while Prophets cannot engage in such things, they gain much.  Prophets can see into the future, and knowing the outcomes to almost any event, they can manipulate the future to their advantage.

How it works


Prophets can, before taking an action, see all the possible outcomes of doing so.  For example, if they are about to roll a d6, they can see all the outcomes, from 1,2 and 3 to the one where the die goes  flying across the room and getting lost under the couch, etc.  This ability to foresee events and outcomes is limited from Prophet to Prophet.  Some can only see the most likely events, while others can see almost all of them.  Though even for the most astounding of Seers, no one can see all the outcomes.  There are simply too many, and Prophets rarely have the time to meditate and consider all of them.  There is always a chance that the person they are speaking to suddenly dies from a falling piece of debris, for instance.  Sure, this is the slimmest, most infinitesimal of chances, but it still exists.

But even for the more limited of Prophets, they are set above almost all other mortals, granted power over history and the future, a power of powers.  They usually use this power to obtain wealth, prestige and power.  Even in cynical times, Prophets amass great wealth and fame, their names known to all, or at least whispered in seedy wine-sinks and run-down brothels.  The greatest Oracles live on desolate moors, surrounded by slaves and servants, but even the lowliest of Seers can afford a few retainers and a roof over their heads.  For even for the largely untalented, there is no shortage of customers.  From Kings to beggars, all desire the Prophet's counsel.

To receive their wisdom, all you need do is seek them out, and ask your question.  After a suitable fee has been paid, of course.

                                                          by Aranthulas

Prophet
HD Varies  AC Varies  Atk Weapon
Mor 10   Saves 9 or less is a success

Future Sight: For purposes of Combat, Prophets can see X rounds into the future, based on the table below.  When entering combat, have everyone roll a number of d20s equal to the Prophet's abilities, and arrange them in a row.  Every time the player would take an action that would require a d20 roll, instead merely use the first number on the list.  After that, the number is expended, and the player must roll the d20 again, and add it to the bottom of the list.     

Curse: If a Prophet is near death, they can curse their opponents with any number of grisly fates.  Even the weakest Prophets can do this.

Tactics:
- Check everyone's numbers, eliminate the person with the highest overall numbers
- Ignore those who have low numbers, unless they might threaten you
- Run if you see two many foes with high numbers.

How powerful is this Prophet?
1d10

1: Weak.  This Prophet can see 1 round into the future.  They have 1 HD and an AC of 11. 
2-3: Mediocre.  This Prophet can see 2 rounds into the future.  They have 2 HD and an AC of 12.
4-6: Average.  This Prophet can see 3 round into the future.  They have 3 HD and an AC of 13.  They cannot be surprised.
7-8: Strong.  This Prophet can see 4 rounds into the future.  They have 4 HD and an AC of 14.  They cannot be surprised.  Additionally, the first attack against them always misses, no matter what. 
9: Mighty.  This Prophet can see 5 rounds into the future.  They have 5 HD and an AC of 15.  They cannot be surprised.  The first attack against them always misses, and they get a +4 bonus to their saves if foreknowledge of the situation could give them an advantage. 
10: Nigh-Omniscient.  This Prophet can see 6 rounds into the future.  They have 6 HD and an AC of 16.  They cannot be surprised.  The first attack against them always misses, and they get a +4 bonus to their saves if foreknowledge of the situation could give them an advantage.  Additionally, their first attack always hits, no matter what.   

Ideally, if you know your players are just going to visit a Prophet, you should write out unique prophecies to give them.  However, if you can't be asked or you don't want to do that or for any other reason, when a player asks a Prophet a question, roll on the table below.

What do they foresee in your future?
1d6

1- Catastrophe!  Something hideous is going to happen to this person soon.  It may be avoidable.  It may not be.  Either way, this person is bad juju to keep around.  Ex: They are going to be fatally wounded and die alone in a dark sewer, while all their friends run away or die as well. 
2- Mostly bad things.  This person is about to have a string of bad luck.  It might not be life-destroying, but it will be unpleasant.  Ex: This person is going to lose their job, their car/horse will break down/die, and their dog will run away. 
3- Misfortune.  This person is about to have something unpleasant happen to them.  It might not be the worst thing in the world, but it won't be fun.  Ex: This person is going to get drunk the day their mom gets out of prison, and she's going to be incredibly angry.
4- A trial.  This person is about to undergo a trial, but luckily, this is something they could turn to their advantage, and possibly gain a boon.  If they are clever, that is.  Ex: They are about to be framed for a crime, but they will be given a chance to prove their innocence. 
5- Good luck.  This person is about to have a sudden stroke of good luck.  Ex: They win a raffle, they suddenly meet their twin with whom they were separated at birth, or they encounter a celebrity while out grocery shopping.  
6- Triumph!  This person is about to be monumentally blessed.  Ex: They find a winning lottery ticket stuck to the sole of the shoe worn by their long-lost father.


The Eaters of Fate

Oranorns are also known as Prophet-Hunters, Prophecy Breakers, Seer-Killers, and Fatebreakers.  They are Thieves of Time, contaminated flows of pure Chaos that seeped out of some crevice in the cosmos, droplets of insanity in a world of normality.  They lurk in dark places, whispering prophecy to themselves and chuckling with their many mouths, laughing at the outcomes they foresee.  When this happens to us, it's going to be so funny.  They just cannot wait to see it.

Oranorns are aware of the future, and of possible outcomes, and seek to drive the future toward the most interesting or amusing one.  They would prefer the world where the King, upon making a big, dramatic gesture to rally his army, trips and falls off a cliff and dies.  They love anti-climax, sudden reversals, and twists of fate.  Nothing amuses them more than the seemingly chaotic and indifferent machinations of this cruel universe.  This is the reason why they hate the Stars and Prophets.  The Stars they despise because they are the cogwheels of Fate, and Prophets because they are constantly altering the timeline with their predictions, forcing the Oranorn to re-evaluate all their predictions, all their calculations suddenly rendered worthless.  This is why they hunt Prophets, and try to eat them, if they can.  They don't always succeed, but they never give it up.  Every experienced Prophet has at least heard of these creatures for that reason, as they are known to make snacks of Seers.

But Oranorns do serve other purposes, besides thinning the local soothsayer population.  For a desperate person or one not accepted in civilized lands, an Oranorn can be an Oracle of last resort, though Oranorns are unlikely to tell you anything accurate if it will benefit you.  Though if your future is likely to lead to death, tragedy or some other hideous fate, it will gleefully spill the beans on whatever horrors you are likely to endure.  They can do other things as well though, as their unique abilities make them useful for several unique services.  For example, some have found success in hiding rare treasures with Oranorns, as the creature's unique aura renders foresight and divination useless.  Of course, Oranorns are also insane and crafty, and just as likely to give the treasure to a bunch of interesting strangers as guard it, but this is simply an unfortunate reality when it comes to employing Oranorns.  Finally, for the Cursed, the leper of lepers, the Oranorn can be the physician they need.  Oranorns are experts on curses and other forms of future manipulation, and can easily identify any Curse, and what actions are required to break it.

In appearance, Oranorns are quite ugly, with low, squat bodies, hard basins out of which springs a thick trunk of flesh like a tree limb, topped with a dozen twitching eye-stalks.  It's flesh is like that of a crab but pale fleshed and without armor, instead dabbed with light oranges, soft blues and the palest of yellows.  It's eight limbs each end with a sticky, three-toed hand, allowing it to grip and climb with amazing strength.  Oranorns are rumored to be able to climb walls and hang from ceilings, and this is, unfortunately, not idle rumor on behalf of common folk.  But of their strange bodies, the central trunk is the oddest, covered in dozens of whispering mouths, along with one central one that resembles a thrashing food processor.  This larger mouth is primarily used to devour prey, while the smaller ones are used to converse, speak prophecy, or engage in endless, circular debates with each other about the nature of reality, divinity, and what is the best fluid to swim through.  The last one is currently a dead-lock, stuck between melted cheese and wine.

                                                      

Oranorn
HD 3  AC 14  Atk(+3) Grabbing Hands 1d6/1d6 or Bite(-2(unless target is restrained/grappled)) 1d10
Mor 10  Saves 10 or less is a success

Foresight Gap: Everything within 30' of the Oranorn cannot be detected through any form of divination, and the Oranorn itself cannot be seen in any possible future through a Prophet's vision, a spell, or any other mechanism.

Oracle: Oranorns can predict the future, though they are unlikely to tell you what your future is if it might benefit you.  However, if you are headed toward a "Bad End", they will eagerly inform you.

Sticky Fingers: Oranorns can stick to walls and climb any surface that is solid enough to support their weight.  Additionally, anyone it successfully hits with a "Grabbing Hands" attack is grappled, and must succeed a DC 15 STR check as a full action or take 1d6 damage and a full action to free themselves from its sticky, sticky grip.

Voices: Every round the Oranorn is in combat with the players, the Referee should read one random line from their notes to the players.  This should be phrased as "in-character" knowledge, so it's describing events within the fiction of the game, but otherwise, do not bother translating any of your shorthand.  If you do not use notes, on the other hand, instead state the outcome for something that is happening in the game world that affects the players.  If after learning this the players want to alter their actions or plans, let them.  Encourage meta-gaming as much as possible.  Let the players go wild with their own bizarre theories about what each line means.       
 
Tactics:
- Jump on people
- Grab onto someone and run up a wall
- Threaten to eat them
- Throw them if they refuse to sit still
- Use Verticality, climb out of reach of people who might be dangerous

                                                            by StDamos

The Ferry-women of Fate

The Medictor is a strange creature, even by the standards of magical beast.  They are large, grey-scaled beasts with humanoid torsos and delicate hands more suited to knitting than hunting.  Their faces are sanguine and maternal, soft-lipped and heart shaped.  If they covered their strange hair, you mistake it for a human face, if not for the scales and slit-pupil eyes.  But the hair is difficult to ignore, as her flowing trestles are made of long, coiling, multi-colored serpents.  These snakes dart around her head, snapping but rarely biting, and even when the snakes do, they never use their venom unless she feels her life in danger.  She can usually soothe the snakes and keep them calm, but they reflect her emotions, and if she is not tranquil, they lash about her, hissing at anything too shiny, too fast, or too unfamiliar.  The snakes reflect part of her nature as a cold-blooded creature, though this fact is easily grasped if you look below her waist.  For there her humanoid torso ends and you see her lower body is a powerfully muscled snake tail, thick around as a column and strong enough to crush a cord of firewood into sawdust.  Still, despite the fearsome power that Medictors possess, they are well known for being civilized, cultured creatures with well developed understanding of language, law and order, and courtesy.  In almost all regions, they are considered Urban Angels (or Civic Devils, depending on who you ask) and welcomed by those who value Law. They are one of the few magical beasts allowed to enter cities and behave as an ordinary traveler would, because of their consummate manners and impeccable respect for law and order.  But this is not the only reason why the City Elders are so eager to welcome the Medictor.           

The Prophet studies the intricate flowing rivulets of time, the drops of possibility falling from the heavens, each moment laden with possibility.  The greater the Prophet, the more droplets they can see, and the more efficiently they can see how light bends through each one, the chain of casuality that flows from moment to moment, stretching all the way back to the Prime Mover, the Unmoved One.  This allows them to look ahead, and see where the next link of the chain is to come from. 

But the Medictor takes a different approach.  Rather then focus on the details of each raindrop, they instead take a step back, looking not at the drops, or even at the storm, but at the river that these drops are falling into, and how this transforms a mere creek into a raging torrent that sweeps away whole towns.  These creatures can see not each individual moment, but the grand arc of history, the cycle of the ages is laid bare before their enchanted eyes.  According to Prophets, Oranorns and Medictors, an individual has many possible futures.  But the crowd, the city, the nation, it can only have one. As you zoom out more and more, you see how forces far greater than any current individual's action have already determined the path of history, regardless of if their descendants know it or not. 

The Medictor can see this grand passageway of time, and as such, see far more clearly than any prognosticator.  Unlike the Prophet, which can usually only see the immediate future or near certainties, a Medictor can predict the next golden age, the fate of a tribe, or the destiny of a whole clan.  This makes them prized by Kings and Priests and well-to-do people, who do everything they can to lure the Medictor to their domain.  Once they bring her there, they lead her up onto a hill or atop a great ziggurat and she as looks out across the city, she begins to speak.  She closes her eyes and the snakes composing her hair begin to move, rising up to survey the city from all angles.  Then, with a hissing chorus backing her, the Medictor speaks her prophecy, detailing the fate of the city, the nation, and occasionally, the people.

She is never wrong.

                                                       by yingakirah

Medictor
HD 5  AC 12  Tail Lash(+0) -special- or Venomous Bite(+3) 1d6/1d6 venom damage + see below
Mor 7  Saves 11 or less is a success

Venom: If one of the Medictor's snakes bites you, you must save.  On a failure, you take an additional 1d6 venom damage.  On a failure, you take 1d6 venom damage each round until the venom has done 3d6 damage, and then it goes away.  You can only suffer from the effects of one failed save at a time.  The Medictor's venom isn't potent, so she pumps you full of them stuff.  As such, if you failed a save but get bitten again, you take the base 1d6 damage and nothing else.

Tail Squeeze: If a Medictor makes a Tail Lash attack against someone, the attack does no damage and instead restrains the person hit.  Then the Medictor can, as a free action on her turn, do 1d6 HP damage and 1d6 CON damage to the person.  If the Amount of CON damage taken by this equals or exceeds the person's total CON score, they pass out.  If the Medictor is allowed to continue dealing damage past that point, they die, no save.  If not, they can be revived. 

God's Eye View: All opponents fighting a Medictor, if greater than 1, when rolling a d20, must roll Xd20s, where X is equal to the number of total combatants, counting the Medictor.  Once they have done so, the Medictor can choose from the outcomes she would most prefer, and the combatants must use that result. 

Tactics:
- Flee if possible
- Avoid duels or single combat
- Grab the weakest looking person and squeeze, then bite those who try to come rescue them

                                                                  by spawnofblacksheep

Tuesday, August 14, 2018

API: The Brainstormer and his Cloud Nymphs


"I can see it all, you can't understand, you could never, only I, I feel it, the poetry of the sky, the inverse breath of God breathing dew upon the grass and smiling down a child's flower, it's all so clear.  The vibrations of the atoms in the upper atmosphere, yes of course, and the movement of a butterflies wing in Peru, it all makes sense now!  The inverse mountains of water and dew, the great blue anti-sea, I understand it all!  All before, they were simpletons, they could not understand it.  That is why they failed.  I am the only one who could ever understand it.  Everyone else, they were all Fools!"
- Dr. Jacob Mattella, moments before he renamed himself to the Tornado Tyrant

One thing that no one likes to think about is that certain things are merely inborn.  No matter how hard you work, no matter how much you train, you will never start from the same place as a man who was born with more talent than you.  That's not to say you might not surpass them, but most of the time, the one who starts with a head start uses that head start to go even further ahead, to make the manageable gap insurmountable.  Most of the time, when the Tortoise and the Hare race, the Hare wins, no matter how little we like to acknowledge the fact.

This is a fact that Dr. Jacob Mattella could never grasp.  He was born lucky, blessed with a high IQ, high verbal intelligence, and he wasn't too bad looking.  He was popular in school and big man on campus, as well as Salutatorian of his college class.  And he was blessed in one other way.  Mattella was a Mageling, and had the ability to do magic most people couldn't conceive of.  The first woman who ever broke his heart caught leprosy right after their break-up, and Mattella became good enough at counting cards and manipulating fortune that he regularly walked away with thousands of dollars from playing poker and blackjack from his local Casinos.

But did Mattella count himself as lucky, blessed beyond all reasoning?  No, of course not.  Just as the brain surgeon does not compare himself to to the middle-class insurance salesman but to the real estate mogul, Mattella did not compare himself to the spiritual destitution of most Humans, but to the Mage-Lords and Sorcerer-Kings, the Wizards.  And compared to them, he was but an ant.  So he spent years of his life chasing after ancient texts and tomes, searching out ancient secrets.

Then he found one.  The secret to read the mind of the sky.  The process to be able to do this was arduous and virtually impossible in ancient times.  It involved, firstly, squeezing thousands of eels for their brine, and then capturing a thousand lightning bolts, then distilling, purifying and combining these two ingredients.  This would create the Elixir Anemoi. 

From there he had to drill dozens of holes into his skull, which was difficult but not impossible, especially with the help of anesthetic and some tools borrowed from an orthopedic surgeon.  This was actually the least dangerous part of the process.  Then, all at once, he had syringes filled with the Elixir Anemoi, and all at once, had them inject it into his brain.

At this point, he went completely fucking nuts.

From this moment on, he declared, he was now to be known as The Tornado Tyrant!  He then ascended into the sky and built himself a castle of solid cloud, a floating hurricane-palace kept aloft by his disturbing magical power.

The Tornado Tyrant then set about his goal of proving that not only was he right, but that he was better than any Wizard, and to prove this, he went and attacked Alcyione, the Thunder Wizard.  However, to his surprise, he was utterly and completely crushed.  But rather then kill him, Alcyione found him amusing.  So the Wizard decided to humor him, and said this to him.  "You want to defeat me, eh?  Well, that's fine.  Far be it for me to step on some child's dream.  Thus, let us bind our fates together.  I curse you to meet a man who will be your equal in every respect.  You and this man will fight.  This will be your fate.  So when you meet this man, if you survive the encounter, come find me, and we will see if you have grown enough to defeat me."     

So then the Wizard left, the leaving the Tornado Tyrant to think.  He realized that if this person he was going to meet was going to be his equal, he should be at least as strong as the Tyrant.  So he set about preparing.

The Tyrant Today

The Tornado Tyrant (formerly Dr. Jacob Mattella)
HD 4  AC 13  Bio-Lightning(+3) 1d6/1d6
Mor 12     Saves 9+

Bio-Lightning: The Tornado Tyrant can fire bolts of natural lightning from his hands.  This lightning is not nearly as strong as the stuff produced by clouds.  It does 1d8 damage, with an additional +1 damage for every piece of metal the target is carrying.  Additionally, if the target is wearing something that is insulated against electricity when they are hit, they may save.  On a success, they take no damage.  They also receive a -1 penalty to their save for every piece of metal outside their insulation, or every hole in the insulation.

Innate Spellcasting: The Tornado Tyrant can cast the following spells as a level 6 Magic-User.  He does not roll for Chaos or Corruption.  His dice burn out as normal.
At will: Fog Bank, Chill Breath
5/Day: Freezing Wind, Sense Electricity, Overdrive
3/Day: Acid Rain, Tesla's Retort
1/Day: Divine Retribution

Tactics:
- Find out which of these intruders is the rival
- Challenge him to a one on one fight.  Expect cheating, but wait for him to cheat first.
- If anyone interferes or it looks like you're losing, fry the most dangerous one with lightning and run for it

Mattella himself looks like an older man with light brown skin and a graying beard.  His head is shaved, and he has dozens of syringes stabbed through his skull, each one with an end capped in gold and full of the bubbling Elixir Anemoi.  Lightning arcs between these syringes, surrounding his head with a corona of electricity.  His eyes are wild and full of endless energy, and as he speaks, he gets more and more into it, gesturing and shrieking and making odd non sequitor statements.  He is prone to instability, randomly attacking people, and generally acting like a psychotic crazy person who can control the Weather.  But his Weather Control abilities are restricted to those in his statblock for smaller work.  He can summon clouds and rain down hail, conjure tornados and bring enough rain to cause a flood, but this is big, imprecise magic.  He is not suited for delicate work.
  
The Tyrant has been doing nothing for the last couple years but prepare for the arrival of the Rival, the man he is destined to fight.  He has fortified his hurricane-palace, stock-piling weapons, supplies, and other necessities.  He also been traveling around the world, seeking out rare treasures that could be of use.  Most of these don't prove nearly strong enough for him though, so most of them molder in his back room, so weak they aren't even worth the effort of using.

His hurricane-palace is also full of other things too, food, canned goods, rare animals and creatures, attractive and semi-traumatized people, piles of money and assorted books, and a bunch of other things.  Mattella is insane, after all.  And as a solidified construct generated from his power and mind, the hurricane palace is more proof of this then anything else.  The Palace is solid enough and some parts of it look quite imposing.  Yet other parts of it fracture and diverge into nonsense.  In the words of Patrick Stuart, "They look like they were designed by an architect on drugs, on in a dream.  Everything is there for a reason, it's just that the reason is insane."  But the biggest change the Tornado Tyrant made was finding some decent help.

He did this by creating the Cloud Nymphs.

The Cloud Nymphs

They are intelligent, sapient creatures woven of water vapor and bestowed with the spark of unnatural life.  They are all effortlessly loyal to the Tyrant, and regard him as a Father-figure or Master.  They love him unconditionally, and would never betray him.  However, they are intelligent and plagued with their own neuroses, and they are not flawless.  They overlook things and make mistakes. 

There are between 7 and 12 of the Cloud Nymphs at any given time.  See 'The Cumulus Brothers'.

Base Cloud Nymph
HD 3  AC 13  Atk Varies
Mor 8   Saves 10+

Cloud Shift: The Cloud Nymph can transform from mortal form, where they are solid with flesh made of solidified ice, snow and dust, bleed water and can be hurt by all normal damage, to their cloud form.  In their cloud form, they cannot be hurt by non-magical damage, can fly, and do not take fall damage.  It is a full action to transition between these two forms.  While in cloud form, the Cloud Nymphs cannot affect anything solid.

Cloud Walk: Cloud Nymphs can walk on clouds as if they were solid ground.

All-Weather: Cloud Nymphs are immune to cold damage, suffocation, poison and disease.  They do need to rest, but they only need to drink water.  

Tactics:
- Generally be friendly
- If you're alone, run and get help
- Always try and capture powerful people in case they are Mattella's Rival

Narci Pearl 

"Mother" of the Cloud-Men, The Tornado Tyrant's (Mattela's) "Wife".  She can spray acid.  Is fiercely protective of her "husband", but generally doesn't care for the lives of the other Cloud-Men.  She would die for the Tyrant, but not for them.  She is cold and ruthless, with the exception of when it comes to him.

Statblock Changes:


Acid Spray: Narci can spray acid in a 30' cone.  This does 2d6 damage, save for half, and then does 1d6 damage a round to everyone who took damage from it originally until they take an action to wash it off.  Her acid cannot dissolve glass, plastic, or ceramics. 

The Cumulus Brothers 

There are between 3 and 12 of them.  Roll 1d12 at the start of the adventure to see how many are currently running around.  They generally travel in packs of 2 to 3, so if you roll 10, there are two pairs and two groups of three running around the hurricane-palace or adventure sight.  They all have names like "Joe, Rick, Todd, or Bob, and Cumulus is always their surname. They generally run around causing trouble and asking pointless questions, acting like a bunch of unsupervised children in a candy shop.  Will avoid direct combat, but generally fearless.  If attacked by something that could actually hurt them, they will run away and combine, piling up to form Cumulonimbus, their "big brother".

Statblock Changes:

1 HD each.

Cirrus 

Whispy, flaky.  A coward, and she knows it.  Continually crying.  She is either spying on people for her siblings, or she is sitting alone, weeping over her own lack of courage.

Statblock Changes:

As base.

Strain 

A blocky creature.  His solid form is ice.  Lazy and unmotivated, except to protect his siblings.  If threatened, he'll run, and throw up walls of ice to block your path.  Can combine with Alto to form Nimmar.

Statblock Changes:

Ice Maker: Can conjure walls of ice from thin air.  These walls have 2 HD, cannot be hurt by sharp damage, and take half damage from ranged weapons such as guns.  Some ranged weapons such as bows may have no effect at all, Referee's discretion.

Cecillia 

A talented, lanky swords-woman made of ice and sleet.  Fights with a freezing sword of the same substance.  Cold and mostly emotionless in her demeanor.  Only gets excited when she is fighting someone who can seriously challenge her.  Can combine with Virga to form Streleitza.

Statblock Changes:

Freezing Sword: Her sword does 1d6 damage on a hit, and 1d6 CON damage.  If someone is suffering from any amount of CON damage, they subtract -1 for each time they have taken CON damage from any roll requiring precision, dexterity, or fine, delicate movements.  If the amount of CON damage taken ever equals or exceeds someone's Constitution score, they start shivering uncontrollably and get -10 to do anything.  This CON damage can be restored by spending an equal amount of time to the CON damage taken in a warm place, such as in front of a fire, sharing warmth with another person, or something like that. But until then, the person uses their reduced CON score for everything relating to CON, such as Saving Throws and Con checks.

Virga 

A young warrior woman, who wants to prove herself.  This is stymied by the fact that she is completely incompetent, and has no skill in either violence or magic.  Knows a single attack that pulls water out of the air to form ice, but this does no damage (it's about as dangerous as being hit by a snowball).  Can combine with Cecillia to form Streleitza.

Statblock Changes:

Terrible Swordsman: Virga has a sword that does 1d6 damage.  However, she attacks at -4, and anyone with any training can tell she's a complete amateur, with very little, if any potential.

Snowball: Has a single technique that she can use as a full action.  She calls it 'Dire Winter'.  It conjures a ball of cold. You should have her pose dramatically before using it.  Then she must make an attack.  If it hits someone, they must make a save.  On a failure, they take 1 cold damage.  On a success, it has about as much effect if someone hit you in the face with a snowball.

Alto 

A dutiful servant and helpful person.  She is the big sister to all of the Cloud Nymphs, and almost a  second mother to the Cumulus Brothers.  A good friend, though a bit of stick in the mud.  Cannot break a rule, no matter what.  Can blast water out of her hands and control it to a limited degree.

Statblock Changes:

Water Hose: Can blast a jet of water from her hands.  This does 1d6 damage to anyone it hits and they must save or knock it over.

Slick Floors: As a free action, Alto can cover the floor around her with water.  Anyone running or not paying attention must save or fall over on their face.

The Storm Nymphs

The Storm Nymphs enter the scene are when two or more of the Cloud Nymphs merge together to form a new entity.  The Storm Nymphs that result from this fusion are intelligent and highly powerful, each one possessing abilities based on the component parts that formed it.  When ever a Storm Nymph is formed, it is always at full HP.  Additionally as it is a fusion monster, a Storm Nymph may at any time, as a free action, revert back into its component parts.  The component parts are restored to their autonomous, separate nature and are back at full HP.

Base Storm Nymph
HD 6  AC 16  Atk varies
Mor 11  Saves 7+

Abilities: As base 'Cloud Nymph'.

Tactics:
- Strike fast, strike hard
- Protect your siblings
- Split back into your pieces if you are in danger of dying

Nimmar [Nim-arr]

A fusion of Alto and Strain.  A blocky, androgynous man made of ice and sleet, with hanging dreadlocks of white hair, adorned with ice crystals.  He can create walls of ice and control water.  He usually uses this power to trap people in boxes of ice, then fill the interior with water, drowning them.  But if he needs to fight seriously, he can blast water with the force of a fire hose, powerful enough to blast someone off their feet and peel bark off trees.

Statblock Changes:

Atk: Fist 1d6/1d6 or Cold Cage or Water Coffin

Cold Cage: As a full action, Nimmar can create a cage of ice around a person.  This cage has 4 HD, cannot be hurt by sharp damage and takes half damage from ranged weapons such as guns.  Some ranged weapons such as bows may have no effect at all, Referee's Discretion. If two people are close enough to each other, Cold Cage can surround both of them.  He also uses it to block doors and exits, especially if he is retreating.

Water Coffin: As a full action, Nimmar can create a bubble of water around a person's head.  This does 1d6 STR damage to them for every round it is in place.  If the STR damage taken by this attack ever equals or exceeds a person's STR score, they collapse and start drowning.  STR damage done by this attack is healed as soon as the person can breathe and has vomited up all the water.  Nimmar must be able to see you for this attack to work.  If he cannot see you, the bubbles of water fall apart.

Streleitza [Stre-lie-za]

A fusion of Cecillia and Virga.  A powerful, super-fast warrior woman with lance that if it hits you, freezes your blood and internal fluids.  Your death would be painful, if it wasn't so quick, or you weren't so cold.  Streleitza rarely speaks, but when she does, her voice is liquid and cold, utterly lacking sympathy.  The only thing that brings her joy is a worthy opponent, and so few are actually worth her time.  Most of the time she is only going through the motions.

Statblock Changes:

Atk: Ice Lance(+3) 1d8/1d8

Ice Lance: On a hit, target also must choose.  They can choose to either have a limb covered in ice or take an extra 1d6 cold damage.  Whatever limb affected by the Ice Lance is chosen by the Referee.  A limb covered in ice cannot be used for anything except to as a blunt melee weapon, dealing 1d4 damage.  Additionally, if Streleitza chooses to cover a leg with ice, the person cannot move, as their leg is frozen to the ground.  This ice has 1 HD, cannot be hurt by sharp damage and takes half damage from ranged weapons such as guns.  Some ranged weapons such as bows may have no effect at all, Referee's Discretion.

Winter Warfare: As a full action, Streleitza can fire off a hail of razor-sharp ice crystals in a 30' cone.  This does 2d6 damage, save for half. 

Cumulonimbus 

A fusion of as many of the Cumulus brothers that are left.  Can shoot lightning and is absolutely enormous.  Has a bunch of other abilities.  A smaller version of the Tornado Tyrant.

Statblock Changes:

Atk: Electric Fists 1d6/1d6 + must save or be temporarily stunned as a tiny electrical shock screws up your neural patterns

Variable HD: Cumulonimbus has a number of HD equal to the number of Cumulus Brothers that combined to form him, with a maximum equal to the number rolled at the beginning (see the Cumulus Brothers above) and a minimum of 6.

Innate Spellcasting: Cumulonimbus can cast the following spells as a level 4 Magic-User.  He does not roll for Chaos or Corruption.  His dice burn out as normal.
At will: Fog Bank, Chill Breath
3/Day: Freezing Wind, Shocking Blow, Incapacitating Grip, Overdrive
1/Day: Divine Retribution

Sunday, July 15, 2018

API: The Tenebrous Monks



The Art of Murder: How to Profit and Getting Away with It

The Tenebrous Monks style themselves as cult or a religious order, but in reality, they are more accurately classed as a criminal organization.  They were founded by a legendary martial artist who sought to perfect himself, morally and spiritually.  But as the years passed and the founder died, the order became corrupted as the disciples proved less virtuous than the founder.  They sought to improve themselves, not for pure reasons, but to gain power over the world.

These were the Tenebrous Monks.  They are murderers and assassins for hire, though they do other work as well.  They do work as bodyguards and consult on security measures, but assassination is easily their biggest business.  Tenebrous Monks are ruthless, efficient and effective.  Their prices vary depending on the target. 

Also, a note, if you wish to hire them.  The Tenebrous Monks is that they are not subtle.  They know lots of ways to kill people, but none of them invisible.  They strangle, stab, garotte and shoot.  They do not poison or blow people up.

Tenebrous Monks will not assassinate high-ranking political figures, Agents of the Company, or powerful magical beings such as elder Vampires or Wizards.  They could kill such people, but the odds of getting away with it are very low. 

The Monks are interested in profit, not in suicide missions.  They don't throw away their lives lightly.

To preserve secrecy, the Monks operate in fire-teams of 4-10 members, with one member being the leader and one being the connection to another Cell.  The one who has connection with another cell will meet up with the other cell's liaison, and thus most Monks don't know the identities of the other Monks.  This system means that cells can communicate and coordinate "horizontally", without the authorization of superiors.  The hierarchy also extends upward however, through the same process. However, due to the burden of leadership, certain members of the leadership are widely known to almost all Monks.  And certain members of the order are very famous among certain circles, though most of their colleagues are not.   The true leader of the Tenebrous Monks is not known, he is a shadowy figure known as 'The Grandmaster'.  Some speculate that the Grandmaster is just a myth, and the public face of the leadership cabal are the real rulers, and they use rumors of the Grandmaster to ensure loyalty.  Other Monks and members of the criminal under-class swear up and down that the Grandmaster is real, and the most dangerous man in the world.

When addressing each other, assuming the same rank, Monks usually use codenames when in public, or call each other 'Brother' or 'Sister'.  Higher ranked Monks are called Older Brothers or Older Sisters have Mr. or Mrs. appended to the front of their codename or their position.  Ex: "Mr. Brother," or "Mr. August." are both acceptable ways to address a superior.
Codenames are usually fixed, and are treated as real names by the members of the group.  When addressing a Master, they are always referred to as either "Lord Master" or have Lord appended to their codename.
If a Tenebrous Monk meets the Grandmaster, they are supposed to address him as "Your Greatness".  This is taught to all Tenebrous Monks, even though almost all of them have never meet the Grandmaster, or even seen him.


Tenebrous Monk
HD 2  AC 15  Martial Arts(+3) 1d8 or Weapon
Mor 10    Saves 10+

Assassination: When they attack and catch someone by surprise, Tenebrous Monks do an additional +1d6 damage.

Sneaky: Tenebrous Monks are very good at hiding.  They get +4 to all stealth rolls, unless something is inteferring with them.

Tactics:
- Use the element of surprise
- Separate targets and pick them off one by one
- Never fight fair

Weapons of the Tenebrous Monks:
- Suppressed Pistol, 2d6, Ranged, hard to detect when fired in a noisy environment
- Sniper Rifle, 2d8, Ranged, can hit a target from up to a mile away, provided they move slow and there is nothing in the way.  Though this is a bit of an extreme example, and the most common range to use this weapon from is out of pistol range.  The Colt .45 has a maximum effective range of about 150 feet, but I'm just going to round and say past 100' you might as well blow raspberries, as hitting anything from that far away with a pistol would be a feat worth celebrating.
- Garrotte, 1d6 Con damage a round, can maintain as a full action, anyone being strangled must successfully save to do anything but choke quietly, silent.  This Con damage is undone as soon as the person stops being strangled, or dies.  You pass out if the Con damage equals or exceeds your Con score.
- Short Sword, 1d6+2, Melee.  Only use when the target has no ranged weapons and no chance of beating them in melee combat.  Weapon of last resort.

They fight unfairly.  They use disguises and stealth to get close to targets, then kill them in the most brutal and efficient ways possible.  If you use a knife, they will shoot you with a gun.  If you have a gun, they will shoot you from a hundred yards, or attack you in the pitch black with a poisoned kukri knife.  They will say anything and do anything to survive and accomplish their mission.  Unless you are paying them, they are completely unreliable.  However, if you are paying them, they are professional and efficient.  They never betray a client, and almost always (80%) get their man.

They give no quarter and take none.

However, the Tenebrous Monks are not merely content with killing for coin and piling up riches.  They have bigger goals than merely purchasing finer guns to pursue more difficult assassinations.  Their goals are far bigger.  The plan is to make themselves kings, and rule over the World, with the Grandmaster as King of Kings.  They will do this by ascending.


The Ritual of Ascension

The Ritual of Ascension is a difficult and arduous process.  It involves months, if not years of meditation, prayer, and religious rites.  Years of haggling with oneself, making oaths, purifying oneself, backsliding and confessing, then trying and starting all over again.  However, the goal is not to purify oneself of sin, as they are hired killers, but to purify oneself of weakness.  The Monks believe that the main fault of Humanity is their indecision, in their inability to make decisions and dedicate themselves to their purpose.  Thought leads directly from action, so disorder in the mind leads to an imperfection in action.  To order your thoughts, to train your mind to direct itself solely toward a single purpose, that would lead to perfection of the body.

So while the lesser members of the Tenebrous order take up contracts and bounties in search of profit, mop floors and guard strongholds or guard higher members as they go about the business of the Tenebrous Order, some pursue the Ritual of Ascension.  And for many years, these Monks do little but train, meditate and endlessly examine their own actions.  Then, as they near the end of the Ritual, they slip into a deep meditative trance, from which it is nearly impossible to awaken them.  As their bodies sit in solitude, they slip into the lagoons of the subconscious, to confront their Shadow and finally reach their highest self.  They then begin to secrete a black ooze.  The amount of ooze grows and grows, eventually covering their whole body.  Then it begins to animate.  The weakness, the animal mind, is being forced out of the Monk, and here it forms on their body, sticking to them like glue.  Then the eyes form, bubbling up out of the black.  Then, it begins to move. Thus is born a Zen Beast.


Zen Beast
HD 5  AC 13  Finger Claws(+2) 1d6/1d6 or Bite 1d10+3
Mor 11    Saves 11+

Linked Body: Any effect that effects the Zen Beast also affects the Ascending One within its body.  If it dies, so does the one within it.

Tactics:
- Kill anything around you
- Attack whatever is loudest, brightest, or attacking you
- Cause mayhem with no purpose

Zen Beasts have wide, circular mouths like food processors.  Their fingers end in bony blades like cutlery.  Their skin is covered in slick, black flesh and oily, chitinous armor.  The Zen Beast is the mad, illogical ramblings of a rejected animal soul.  It rampages around, killing animals, people, and randomly causing problems until it gets bored, and it gets bored very easily.  Then it wanders off.  It is easily distracted by food, prey, shiny objects loud noises, and blood.  Especially fresh blood from a living animal.  It only travels at night, and always disappears before dawn.  Finding it during the day is virtually impossible.

But the Zen Beast is not just a monster and the last gasp of the animal, but a chrysalis.  For after a time, the Zen Beast will die, and when the Ascending One finishes their journey, they will emerge from within, fully perfected, finally having lost their Humanity.  However, this final molting process takes time.  Until that time, the Tenebrous Monks do their best to ensure its safety.  Teams of Hunter-Killer Monks pursue it, not to destroy it, but to protect it until the appointed time.  They stalk it in the night, killing all witnesses and discouraging those who would try and destroy the Zen Beast.

Then, in time, if all goes well, the Zen Beast dies, vanishing in a blast of white light, and the Ascended One will emerge from the remains of its oily corpse.


The Ascended One

Ascended One
HD 8  AC 17  Martial Arts(+5) 1d12 or Weapon(+5) normal damage+2
Mor 9    Saves 6+

Assassination: When It attacks and catches someone by surprise, The Ascended One does an additional +1d6 damage. 

Sneaky: The Ascended One is very good at hiding.  It gets +4 to all stealth rolls, unless something is interfering with them.

I have rejected Humanity: The Ascended One has surpassed human limitations.  It can go 4 weeks without food, two weeks without water, and five minutes without air and suffer no penalty.  It does not get tired and does not feel pain unless it wants too. It can also totally control its body and is immune to almost all conventional diseases or poisons.  It does not age.

Superior Strength: The Ascended One can break the safety limiter on its muscles and throw a punch at full power.  This does 1d20 damage instead of 1d12, and can lift cars, bend steel bars, and do ludicrous things.  However, this causes the Ascended One to take 1d3 damage automatically.

Impossible Speed: The Ascended One can move faster than you can think.  Unless surprised, they always count as rolling a '17' on Initiative rolls.

Tactics:
- Be ruthless
- Pick off the weakest first
- Sacrifice your allies if necessary
- Flee if you are going to die    

The Ascending One needs time to finish the process.  Do not spring this sort of enemy on your players without warning.  This is the type of thing that could very quickly end with a TPK.  Preferably, the players should be trying to stop the Ascending One from finishing.  Then, if they fail, they get to meet the end result of their failure.

Ascended Ones are Tenebrous Monks who have finally reached the final stage of their black faith.  They are super-intelligent, ruthless, and utterly evil.  They all have complex philosophies and personalities, and each one is virtually unstoppable in single combat.  Once they reach this final stage, Ascended Ones immediately set about world-changing goals, and without immediate and swift resistance, they will likely succeed.  They are super villains, but with no dramatic flair.  They take the swiftest, most effective action in any situation.  They coup de grae fallen players, take hostages, betray their allies, and do whatever it takes to survive and win.  They care nothing for honor, morality, or anyone else, their only thoughts are to win and achieve victory.  

The Ascended Ones are the ends and purpose of the Tenebrous Order.  To create these ultimate beings is the entire point, as previous Ascended Ones have changed history in the favor of the Order, killing Kings, conquered worlds, and snatched the fire of victory from the jaws of Death.  This would ordinarily be a good thing, a testament to the power and will of Humanity to achieve anything.  However, since the only people who know the method of creating Ascended Ones are a ruthless criminal order whose primary goals are world domination through criminality and murder-for-hire, this is much less of a positive.