Wormwood Netbook OCCs
Moderators: Immortals, Supreme Beings, Old Ones
- Steve Conan Trustrum
- Dungeon Crawler
- Posts: 205
- Joined: Sat Sep 30, 2000 1:01 am
- Location: Toronto, On. Canada
- Contact:
Wormwood Netbook OCCs
Hopefully I'll HTML these someday, but here is the first:
Knight of the Order of the Demonhead O.C.C.
Also called Demon Knights, these men and women have been recruited from the most deadly and dangerous of the humans sympathetic to the Host’s cause. Created by the Unholy over 600 years ago, the Order of the Demonhead was meant to provide a sense of purpose and order to his human minions, very similar to that which is provided by the knightly orders under the sway of the Cathedral.
Seeing the value of creating a knighthood that would hold similar loyalties to the Host, the Unholy formed the Order of the Demonhead so that those humans who showed promise would have a proper place within his armies and would have something worthwhile to aspire to. The humans masses enslaved within demon controlled cities saw the Order as a way to better their miserable lives, even if it was at the service of their conquerors (to whom their lives belonged anyway, so why not at least gain something from the situation?).
Shortly after its creation, the Order of the Demonhead released into the armies of Darkness its Demon Knights, many of whom turned out to be more ruthless and dangerous than most of their non-human comrades. It was not long before the Forces of Light realized that something new had been unleashed upon them - unfortunately, their teacher was an increased death toll in battle.
Hardened by the extreme training methods that proved to be the end of nearly 90% of their recruits (after all, the Unholy has tens of thousands of conquered humans to "recruit" from), the ones who complete their squireship go on to be some of the most feared warriors upon the field. As their training forges their bodies and skills with deadly precision, so to does it forge the squires' personality and beliefs into vile, deranged tools of evil.
Often used as warlords and commanders of important operations and armies, such is the devastating skill of the Demon Knights that the Unholy is reluctant to squander their small number in fruitless, random battles or upon the frontlines. Many of the Host's non-human minions see this favoritism (earned though it is) as unfair and misplaced, inferior as the humans are to their supernatural might. This sense of superiority over humans, even over the Demon Knights, has forced more than one Demon Knight to make a brutal example within his command to ensure that his orders are followed.
Through the long centuries of their service, the Demon Knights have gained recognition and a grudging respect from the Knightly Orders of Light who have been forced to acknowledge the ability and skill of their evil counterparts. Many a Templar and Hospitaller has met his or her end at the hands of these evil humans, causing the knights of the Cathedral and of Dark to be the bitterest of enemies.
Although there have been no confirmed cases of any Demon Knights turning against the Unholy, either to attain power for himself or to return to the Light, there have been rumors that several Apoks were once of this evil order.
Note: These characters are meant to be used only as NPC villains and not as player characters because of their ultimately evil nature.
1. Special Hand to Hand Combat: The Demon Knights have developed their own school of martial training, combining hand to hand and weapons knowledge into a deadly, unique art.
Level
1 Starts with two attacks per melee round, body flip/throw, body block/tackle, +1 to parry and dodge.
2 +2 to initiative, +1 to strike, +3 to roll with punch/fall/impact, +2 to disarm.
3 +One additional attack per melee, paired weapons, +1 to all combat bonuses (including damage) with a selected W.P.
4 +2D6 M.D.C., Karate kick attack (2D6 damage), +2 vs horror factor.
5 Advanced understanding and training grants a +1 bonus to the A.R. of any worn armor, up to a maximum of 18. +1 to initiative, parry and dodge, and +3 to pull punch.
6 +One additional attack per melee, automatic dodge, +1 to body flip/throw and body block/tackle.
7 +1 to all combat bonuses (including damage) with a selected W.P. This may be the same W.P. as chosen at level 3. Critical Strike on a natural 18 to 20.
8 +2D6 M.D.C., +2 to damage, +2 to disarm, +2 to automatic dodge.
9 +One additional attack per melee, +2 to roll with punch/fall/impact, jump kick.
10 +1 to initiative, +1 to strike, Death Blow on 19 to 20.
11 +1 to all combat bonuses (including damage) with a selected W.P. This may be the same W.P. as chosen at levels 3 and/or 7. +1 to automatic dodge.
12 +One additional attack per melee, +1 to damage, +1 to disarm.
13 +1 to parry and dodge, +2 to roll with punch/fall/impact, + to pull punch.
14 Advanced understanding and training grants a +1 bonus to the A.R. of any worn armor, up to a maximum of 18. +1 to automatic dodge.
15 +One additional attack per melee, Critical Strike on a natural 17 to 20!
2. O.C.C. Bonuses: 1D4x10+50 M.D.C. (S.D.C. in other environments), +4 to save vs horror factor, +1 to initiative, +1 attack per melee, +2 P.S., and +1 to all bonuses with one weapon type of their choice as decided at level one (e.g.: swords, knives, axes, etc.).
3. P.P.E.: 4D6+10, plus 1D6 per level of experience.
Attribute Requirements: P.S. and P.E. of 15 and a P.P. of 13. Unlike the Orders of the Cathedral, Demon Knights are made through the survival of a harsh training program and not by the luck of heredity rights.
Alignment Requirement: Evil or anarchist; note that those who are aberrant often follow a twisted code of honor and battlefield ethics that parodies those held by the Templars.
O.C.C. Skills:
Language: American (+10%)
Language: Demongogian 98%
Language: Gobblely (+15%)
Literacy: American (+10%)
Lore: Monsters and Demons (+20%)
Horsemanship: Templar
Prowl (+15%)
Select one Rogue or Physical skill of choice (+15%)
W.P. Sword
W.P. Knife
W.P.: Select three weapon proficiency (modern or ancient).
Hand to Hand: Special
O.C.C. Related Skills:
Select five other skills, plus one additional skill at level three, six, nine, and twelve.
Communications: Any
Cowboy: Any
Domestic: Any
Electrical: None
Espionage: Any (+10%)
Mechanical: None
Medical: First Aid only
Military: Any (+10%)
Physical: Any, except acrobatics (+15%)
Pilot: Any
Pilot Related: None
Rogue: Any (+10%)
Science: Any
Technical: Any (+10%)
W.P.: Any
Wilderness: Any
Secondary Skills: The character gets to select four secondary skills from those listed. These are additional areas of knowledge that do not get the advantage of the bonus listed in the parentheses (). All secondary skills start at the base skill level.
Standard Equipment: Traveling clothes, a set of dress clothes or dress body armor, a pair of boots, a pair of gloves, 1D8 small pouches, 1D4 saddlebags, a backpack, 1D4 utility belts, 100 feet of rope (made from angel hair), a grappling hook, 2D4 resin spikes, 3D4 weeks of rations.
Weapons: One sword, a knife, two magical weapons and 1D4+1 other weapons. Most prefer intimidating weapons that cause as much fear as they do bloodletting. Demon Knights also start with 2 slime ointments.
Armor: Most Demon Knights prefer armor no lighter than light plate or scale mail, with most often opting for medium or full plate. Each suit of armor tends to be dark (most often black) and covered in demonic symbols and carvings. This customizing of their armor usually results in things such as shoulder plates shaped like bony claws or helms made to look like demon faces.
Transportation: Most Demon Knights ride parasites, alien beasts or TW converted motorcycles. There is a definite preference among the Demon Knight for riding beasts that are almost as deadly as them.
Money: The Demon Knights demand respect and expect their inhuman and human soldiers alike to recognize them as their superior. These evil humans call for the nicest places to live, the best food and insist upon being treated like royalty when not in the field. Their greed is also increased by their constant exposure to the creeds of the evil around them, meaning that they will stockpile items such as gems, gold and other such trinkets (2D6x1000 credits worth).
Cybernetics & Symbiotes: The Demon Knights tend to prefer their own abilities to such enhancements as may be gained through the use of symbiotes, but one or two are not unheard of. Because of the lack of any means on Wormwood to maintain or repair such things, bionics and cybernetics are seen as last resorts only.
Level of Experience: Most Demon Knights will be of 1D4+1 levels of experience, with the Warlords being of at least 6th level. Demon Knights use the same Experience tables as do Dark Priests.
Knight of the Order of the Demonhead O.C.C.
Also called Demon Knights, these men and women have been recruited from the most deadly and dangerous of the humans sympathetic to the Host’s cause. Created by the Unholy over 600 years ago, the Order of the Demonhead was meant to provide a sense of purpose and order to his human minions, very similar to that which is provided by the knightly orders under the sway of the Cathedral.
Seeing the value of creating a knighthood that would hold similar loyalties to the Host, the Unholy formed the Order of the Demonhead so that those humans who showed promise would have a proper place within his armies and would have something worthwhile to aspire to. The humans masses enslaved within demon controlled cities saw the Order as a way to better their miserable lives, even if it was at the service of their conquerors (to whom their lives belonged anyway, so why not at least gain something from the situation?).
Shortly after its creation, the Order of the Demonhead released into the armies of Darkness its Demon Knights, many of whom turned out to be more ruthless and dangerous than most of their non-human comrades. It was not long before the Forces of Light realized that something new had been unleashed upon them - unfortunately, their teacher was an increased death toll in battle.
Hardened by the extreme training methods that proved to be the end of nearly 90% of their recruits (after all, the Unholy has tens of thousands of conquered humans to "recruit" from), the ones who complete their squireship go on to be some of the most feared warriors upon the field. As their training forges their bodies and skills with deadly precision, so to does it forge the squires' personality and beliefs into vile, deranged tools of evil.
Often used as warlords and commanders of important operations and armies, such is the devastating skill of the Demon Knights that the Unholy is reluctant to squander their small number in fruitless, random battles or upon the frontlines. Many of the Host's non-human minions see this favoritism (earned though it is) as unfair and misplaced, inferior as the humans are to their supernatural might. This sense of superiority over humans, even over the Demon Knights, has forced more than one Demon Knight to make a brutal example within his command to ensure that his orders are followed.
Through the long centuries of their service, the Demon Knights have gained recognition and a grudging respect from the Knightly Orders of Light who have been forced to acknowledge the ability and skill of their evil counterparts. Many a Templar and Hospitaller has met his or her end at the hands of these evil humans, causing the knights of the Cathedral and of Dark to be the bitterest of enemies.
Although there have been no confirmed cases of any Demon Knights turning against the Unholy, either to attain power for himself or to return to the Light, there have been rumors that several Apoks were once of this evil order.
Note: These characters are meant to be used only as NPC villains and not as player characters because of their ultimately evil nature.
1. Special Hand to Hand Combat: The Demon Knights have developed their own school of martial training, combining hand to hand and weapons knowledge into a deadly, unique art.
Level
1 Starts with two attacks per melee round, body flip/throw, body block/tackle, +1 to parry and dodge.
2 +2 to initiative, +1 to strike, +3 to roll with punch/fall/impact, +2 to disarm.
3 +One additional attack per melee, paired weapons, +1 to all combat bonuses (including damage) with a selected W.P.
4 +2D6 M.D.C., Karate kick attack (2D6 damage), +2 vs horror factor.
5 Advanced understanding and training grants a +1 bonus to the A.R. of any worn armor, up to a maximum of 18. +1 to initiative, parry and dodge, and +3 to pull punch.
6 +One additional attack per melee, automatic dodge, +1 to body flip/throw and body block/tackle.
7 +1 to all combat bonuses (including damage) with a selected W.P. This may be the same W.P. as chosen at level 3. Critical Strike on a natural 18 to 20.
8 +2D6 M.D.C., +2 to damage, +2 to disarm, +2 to automatic dodge.
9 +One additional attack per melee, +2 to roll with punch/fall/impact, jump kick.
10 +1 to initiative, +1 to strike, Death Blow on 19 to 20.
11 +1 to all combat bonuses (including damage) with a selected W.P. This may be the same W.P. as chosen at levels 3 and/or 7. +1 to automatic dodge.
12 +One additional attack per melee, +1 to damage, +1 to disarm.
13 +1 to parry and dodge, +2 to roll with punch/fall/impact, + to pull punch.
14 Advanced understanding and training grants a +1 bonus to the A.R. of any worn armor, up to a maximum of 18. +1 to automatic dodge.
15 +One additional attack per melee, Critical Strike on a natural 17 to 20!
2. O.C.C. Bonuses: 1D4x10+50 M.D.C. (S.D.C. in other environments), +4 to save vs horror factor, +1 to initiative, +1 attack per melee, +2 P.S., and +1 to all bonuses with one weapon type of their choice as decided at level one (e.g.: swords, knives, axes, etc.).
3. P.P.E.: 4D6+10, plus 1D6 per level of experience.
Attribute Requirements: P.S. and P.E. of 15 and a P.P. of 13. Unlike the Orders of the Cathedral, Demon Knights are made through the survival of a harsh training program and not by the luck of heredity rights.
Alignment Requirement: Evil or anarchist; note that those who are aberrant often follow a twisted code of honor and battlefield ethics that parodies those held by the Templars.
O.C.C. Skills:
Language: American (+10%)
Language: Demongogian 98%
Language: Gobblely (+15%)
Literacy: American (+10%)
Lore: Monsters and Demons (+20%)
Horsemanship: Templar
Prowl (+15%)
Select one Rogue or Physical skill of choice (+15%)
W.P. Sword
W.P. Knife
W.P.: Select three weapon proficiency (modern or ancient).
Hand to Hand: Special
O.C.C. Related Skills:
Select five other skills, plus one additional skill at level three, six, nine, and twelve.
Communications: Any
Cowboy: Any
Domestic: Any
Electrical: None
Espionage: Any (+10%)
Mechanical: None
Medical: First Aid only
Military: Any (+10%)
Physical: Any, except acrobatics (+15%)
Pilot: Any
Pilot Related: None
Rogue: Any (+10%)
Science: Any
Technical: Any (+10%)
W.P.: Any
Wilderness: Any
Secondary Skills: The character gets to select four secondary skills from those listed. These are additional areas of knowledge that do not get the advantage of the bonus listed in the parentheses (). All secondary skills start at the base skill level.
Standard Equipment: Traveling clothes, a set of dress clothes or dress body armor, a pair of boots, a pair of gloves, 1D8 small pouches, 1D4 saddlebags, a backpack, 1D4 utility belts, 100 feet of rope (made from angel hair), a grappling hook, 2D4 resin spikes, 3D4 weeks of rations.
Weapons: One sword, a knife, two magical weapons and 1D4+1 other weapons. Most prefer intimidating weapons that cause as much fear as they do bloodletting. Demon Knights also start with 2 slime ointments.
Armor: Most Demon Knights prefer armor no lighter than light plate or scale mail, with most often opting for medium or full plate. Each suit of armor tends to be dark (most often black) and covered in demonic symbols and carvings. This customizing of their armor usually results in things such as shoulder plates shaped like bony claws or helms made to look like demon faces.
Transportation: Most Demon Knights ride parasites, alien beasts or TW converted motorcycles. There is a definite preference among the Demon Knight for riding beasts that are almost as deadly as them.
Money: The Demon Knights demand respect and expect their inhuman and human soldiers alike to recognize them as their superior. These evil humans call for the nicest places to live, the best food and insist upon being treated like royalty when not in the field. Their greed is also increased by their constant exposure to the creeds of the evil around them, meaning that they will stockpile items such as gems, gold and other such trinkets (2D6x1000 credits worth).
Cybernetics & Symbiotes: The Demon Knights tend to prefer their own abilities to such enhancements as may be gained through the use of symbiotes, but one or two are not unheard of. Because of the lack of any means on Wormwood to maintain or repair such things, bionics and cybernetics are seen as last resorts only.
Level of Experience: Most Demon Knights will be of 1D4+1 levels of experience, with the Warlords being of at least 6th level. Demon Knights use the same Experience tables as do Dark Priests.
- Steve Conan Trustrum
- Dungeon Crawler
- Posts: 205
- Joined: Sat Sep 30, 2000 1:01 am
- Location: Toronto, On. Canada
- Contact:
Musketeer O.C.C.
Though many of the commoners and serfs of Wormwood see the Knights of the Hospital and Temple as their champions, the truth remains that these warriors are ultimately servants of the Cathedral, not the people. However, with the introduction of flintlock TW firearms to Wormwood it was only a matter of time before there arose men and women who would come to master such weapons above all others. These marksmen (and women) have come to be known as "Musketeers", a name taken from the glory of Earth’s legendary history. Masters of the firearm and skilled with a blade, musketeers are seen as the common champion for the common people. While it is of course true that there are also musketeers that choose to use their talents as freelancers or on the side of the Host, for the most part they are valiant heroes who selflessly seek only to better the lives of others and are as brave as any knight.
Most musketeers are cavalier in their attitude and appearance and many have also taken to dressing as the musketeers of Earth once did. This has caused most to assume an appearance consisting of long hair, sculpted moustaches and goatees, the wearing of loose, almost foppish, clothing, and the assuming of a charming air that is both defiant and enticing at the same time. Musketeers also try to live up to the flamboyant, boisterous and care-free example set by their historic predecessors, leading many to believe at first glance that most musketeers are fools and loud mouthed braggarts.
Still relatively uncommon, the musketeers are being seen increasingly more often across the surface of Wormwood as they pass on their skills and knowledge to new generations. For their part, the Cathedral does accept these men and women into their ranks, granting them the same lenience (and prejudices) that they do to other freelancers. Still, the Cathedral has little patience with musketeers as they tend to disobey those orders of the Church which they view as being self-serving or in the interests of law, but not of justice. This makes them an unreliable element in the Cathedral's view and thus a danger to their order. The peasantry on the other hand, and even some of the knights, have come to recognize the incredible skill of these warriors and treat them as full equals without prejudice.
Many musketeers feel a sort of brotherhood and have adopted the fleur-de-lis, a symbol of ancient France, to represent their comradeship. Those who have joined this loose brotherhood have also adopted a code of ethics to which they adhere almost as strictly as would any knight. Though the Brotherhood of the Fleur-de-Lis is more of an unofficial "gentleman's club" or society of vagabondage than any kind of recognized organization, those who wear the fleur-de-lis are expected to follow its code and to help fellow members whenever possible.
Code of the Fleur-de-Lis
This code of ethics and morals is unwritten and as ambiguous as is the Brotherhood itself, but it can be summarized as follows:
1. Live to serve and defend the people and innocents of Wormwood
2. Treasure your freedom and the freedom of others.
3. Justice must prevail, even if the law does not.
4. Justice must be meted out equally.
5. Avoid torture, abuse and attacking foes that are unarmed.
6. Avoid dark magic and questionable alliances.
7. Class and race have no bearing on innocence and the need for protection.
8. Respect women and exhibit gentlemanly manners.
9. Victims must be avenged and their perpetrators brought to justice.
10. Avoid corruption and the evil that it brings.
11. Be loyal to friends, allies and the Brotherhood.
12. Show respect and proper courtesy to fellows of the Brotherhood and other worthies.
13. Live and die with honor.
1. Firearms Aptitude: Almost anyone can pick up and use a musket or pistol, but the musketeer is a master of such weapons and as such is able to do things with firearms that few others on Wormwood can.
• Can pick up, figure out, and use most types of rifles/muskets and handguns.
• +2 to disarm on a "called shot" (the intent to disarm must be announced) with a pistol or rifle/musket. Note that the musketeer's special called shot (see the following) can be used to disarm.
• +1 melee attack at levels 1, 5, 10 and 15 when using any type of pistol or rifle/musket.
2. Musketeer's "Called Shot" (musket/rifles only): Whenever using a musket/rifle, the musketeer can make a special aimed shot that uses these bonuses instead of the character's usual "to strike" bonus. The musketeer is +1 to strike for every 2 points of P.P. that he possesses above 16, with an additional +1 added at levels 2, 5, 8, 11 and 15. This would mean that a fourth (4th) level musketeer with a P.P. of 26 could make a special called shot with his musket at an incredible bonus of +6. This special called shot does not use bonuses from the musketeer's weapon proficiencies but does include those from the sniper skill (raising the bonus of the musketeer in the above example from +6 to a whopping +8 to strike!). Such a called shot uses two melee attacks/actions to perform.
Furthermore, if the musketeer is willing to spend three melee attacks/actions on the shot he receives a +1 bonus to his Critical Strike with muskets and rifles at levels 4, 8, and 12. This means a 4th level musketeer causes double damage with his special called shot on a 19 and 20 instead of just 20.
3. Hawkeye Vision: Roughly 50% of all musketeers have vision that is far more exceptional than that of a typical human. This extraordinary sight lets them make out the features on someone's face at about three times the usual distance and allows them to shoot any type of musket/rifle or pistol at a range that is 10% longer than normal for that weapon at levels 2, 5, 8, 12 and 15. For instance, a musket with a range of 800 feet (244 m) could be fired an additional 80 feet (24.4 m) at the applicable levels of experience.
4. TW Quick Reload: A typical flintlock TW firearm takes 1 to 3 melee attacks/actions to reload before it may be fired again. A musketeer lowers this time by one melee attack/action each at levels 2, 6 and 10, with any result lower than one meaning the musketeer may reload and fire the weapon in the same attack so long as his natural P.P.E. and not a TW powder horn is used. This ability does not apply to TW cannons or other items.
Attribute Requirements: M.E. 13, P.P. 15. A high M.A., P.B. and P.S. are suggested but not mandatory.
Alignment Requirement: Any, but most (85%) are scrupulous and unprincipled. Of the remaining 15%, only 5% are of evil alignment.
O.C.C. Skills:
Horsemanship: General
Language: American (98%)
Language of choice (+10%)
Choose one domestic skill (+20%)
Land Navigation (+15%)
Sniper (applies to muskets)
W.P. Sword
W.P. Black Powder TW Musket/Rifle
W.P. Black Powder TW Pistol
W.P.: Select one weapon proficiency (modern or ancient).
Hand to Hand: Basic
The basic skill can be increased to expert at the cost of one "Other" skill selection or martial arts (or assassin if of evil alignment) for two.
O.C.C. Related Skills:
Select five other skills, plus two additional skills at level three, and one at levels six, nine, and twelve.
Communications: Any
Cowboy: Any (+5%)
Domestic: Any (+20%)
Electrical: None
Espionage: Any (+5%)
Mechanical: None
Medical: First Aid only.
Military: Any
Physical: Any except acrobatics
Pilot: Any
Pilot Related: None
Rogue: Any (+10%)
Science: Any
Technical: Any
W.P.: Any
Wilderness: Any (+10%)
Secondary Skills: The character gets to select four secondary skills from those listed. These are additional areas of knowledge that do not get the advantage of the bonus listed in the parentheses (). All secondary skills start at the base skill level.
O.C.C. Bonuses: +20 M.D.C. (S.D.C. in other environments), +2 to save vs horror factor, +1 to save vs mind control and possession, +3 to pull punch, +2 to initiative with muskets/rifles, +1 to initiative with pistols.
P.P.E.: 4D6+4 plus 1D6 per level of experience.
Standard Equipment: Traveling clothes, several sets of dress clothes, a pair of fine knee high boots, a pair of walking boots, a pair of gloves, a wide-brimmed hat, sleeping bag, blanket, 3D4 small pouches, backpack or saddlebag, 1D4 utility belts, 100 feet of rope (made from angel hair), a grappling hook, 2D4 resin spikes, 2D4 weeks of food rations, a small personal grooming kit.
Weapons: A light sword (typically a rapier or long sword), a TW musket, and two to four additional weapons (only one of which may be an additional magical weapon). The musketeer will also have a TW Powder Horn (16 or 20 P.P.E. at the Game Master's discretion).
Armor: While the type and design of the armor varies dramatically, most Musketeers prefer very light suits that let them remain agile and mobile.
Traditional Garb: The Musketeers most often choose to dress themselves as the Musketeers of French history. They can often be seen wearing elegant and stylish clothing with large brimmed, foppish hats (often with large feathers in them), tabards and very loose fitting pants. They also like to decorate themselves tastefully in jewelry and other trinkets that add to their extravagant and impressive appearance.
Transportation: Most Musketeers, usually being of commoner origin, tend to walk but do ride horses (both robot and organic), hover or motorcycles, etc. Basically, there is no method of preference, it is the individual's means which are the deciding factor.
Money: Not applicable. Valuables, weapons, food and services are usually given in exchange for other items or services. Among other Musketeers and freelancers he is judged by his reputation, character, combat abilities and weapons. Though most often part of the lower class, it is not unknown for a Musketeer to become quite well known and respected, especially among freelancers, peasants and knights of the Hospital.
Cybernetics and Bionics: Virtually non-existent, except for what other-dimensional visitors bring with them from their home world.
Symbiotes: Musketeers can have as many as four symbiotic organisms, but are generally looked down upon as being low-brow and less noble because of it, especially by the knights of the Temple and priests of Light.
Experience: Musketeers use the same experience tables as Templar Knights.
Though many of the commoners and serfs of Wormwood see the Knights of the Hospital and Temple as their champions, the truth remains that these warriors are ultimately servants of the Cathedral, not the people. However, with the introduction of flintlock TW firearms to Wormwood it was only a matter of time before there arose men and women who would come to master such weapons above all others. These marksmen (and women) have come to be known as "Musketeers", a name taken from the glory of Earth’s legendary history. Masters of the firearm and skilled with a blade, musketeers are seen as the common champion for the common people. While it is of course true that there are also musketeers that choose to use their talents as freelancers or on the side of the Host, for the most part they are valiant heroes who selflessly seek only to better the lives of others and are as brave as any knight.
Most musketeers are cavalier in their attitude and appearance and many have also taken to dressing as the musketeers of Earth once did. This has caused most to assume an appearance consisting of long hair, sculpted moustaches and goatees, the wearing of loose, almost foppish, clothing, and the assuming of a charming air that is both defiant and enticing at the same time. Musketeers also try to live up to the flamboyant, boisterous and care-free example set by their historic predecessors, leading many to believe at first glance that most musketeers are fools and loud mouthed braggarts.
Still relatively uncommon, the musketeers are being seen increasingly more often across the surface of Wormwood as they pass on their skills and knowledge to new generations. For their part, the Cathedral does accept these men and women into their ranks, granting them the same lenience (and prejudices) that they do to other freelancers. Still, the Cathedral has little patience with musketeers as they tend to disobey those orders of the Church which they view as being self-serving or in the interests of law, but not of justice. This makes them an unreliable element in the Cathedral's view and thus a danger to their order. The peasantry on the other hand, and even some of the knights, have come to recognize the incredible skill of these warriors and treat them as full equals without prejudice.
Many musketeers feel a sort of brotherhood and have adopted the fleur-de-lis, a symbol of ancient France, to represent their comradeship. Those who have joined this loose brotherhood have also adopted a code of ethics to which they adhere almost as strictly as would any knight. Though the Brotherhood of the Fleur-de-Lis is more of an unofficial "gentleman's club" or society of vagabondage than any kind of recognized organization, those who wear the fleur-de-lis are expected to follow its code and to help fellow members whenever possible.
Code of the Fleur-de-Lis
This code of ethics and morals is unwritten and as ambiguous as is the Brotherhood itself, but it can be summarized as follows:
1. Live to serve and defend the people and innocents of Wormwood
2. Treasure your freedom and the freedom of others.
3. Justice must prevail, even if the law does not.
4. Justice must be meted out equally.
5. Avoid torture, abuse and attacking foes that are unarmed.
6. Avoid dark magic and questionable alliances.
7. Class and race have no bearing on innocence and the need for protection.
8. Respect women and exhibit gentlemanly manners.
9. Victims must be avenged and their perpetrators brought to justice.
10. Avoid corruption and the evil that it brings.
11. Be loyal to friends, allies and the Brotherhood.
12. Show respect and proper courtesy to fellows of the Brotherhood and other worthies.
13. Live and die with honor.
1. Firearms Aptitude: Almost anyone can pick up and use a musket or pistol, but the musketeer is a master of such weapons and as such is able to do things with firearms that few others on Wormwood can.
• Can pick up, figure out, and use most types of rifles/muskets and handguns.
• +2 to disarm on a "called shot" (the intent to disarm must be announced) with a pistol or rifle/musket. Note that the musketeer's special called shot (see the following) can be used to disarm.
• +1 melee attack at levels 1, 5, 10 and 15 when using any type of pistol or rifle/musket.
2. Musketeer's "Called Shot" (musket/rifles only): Whenever using a musket/rifle, the musketeer can make a special aimed shot that uses these bonuses instead of the character's usual "to strike" bonus. The musketeer is +1 to strike for every 2 points of P.P. that he possesses above 16, with an additional +1 added at levels 2, 5, 8, 11 and 15. This would mean that a fourth (4th) level musketeer with a P.P. of 26 could make a special called shot with his musket at an incredible bonus of +6. This special called shot does not use bonuses from the musketeer's weapon proficiencies but does include those from the sniper skill (raising the bonus of the musketeer in the above example from +6 to a whopping +8 to strike!). Such a called shot uses two melee attacks/actions to perform.
Furthermore, if the musketeer is willing to spend three melee attacks/actions on the shot he receives a +1 bonus to his Critical Strike with muskets and rifles at levels 4, 8, and 12. This means a 4th level musketeer causes double damage with his special called shot on a 19 and 20 instead of just 20.
3. Hawkeye Vision: Roughly 50% of all musketeers have vision that is far more exceptional than that of a typical human. This extraordinary sight lets them make out the features on someone's face at about three times the usual distance and allows them to shoot any type of musket/rifle or pistol at a range that is 10% longer than normal for that weapon at levels 2, 5, 8, 12 and 15. For instance, a musket with a range of 800 feet (244 m) could be fired an additional 80 feet (24.4 m) at the applicable levels of experience.
4. TW Quick Reload: A typical flintlock TW firearm takes 1 to 3 melee attacks/actions to reload before it may be fired again. A musketeer lowers this time by one melee attack/action each at levels 2, 6 and 10, with any result lower than one meaning the musketeer may reload and fire the weapon in the same attack so long as his natural P.P.E. and not a TW powder horn is used. This ability does not apply to TW cannons or other items.
Attribute Requirements: M.E. 13, P.P. 15. A high M.A., P.B. and P.S. are suggested but not mandatory.
Alignment Requirement: Any, but most (85%) are scrupulous and unprincipled. Of the remaining 15%, only 5% are of evil alignment.
O.C.C. Skills:
Horsemanship: General
Language: American (98%)
Language of choice (+10%)
Choose one domestic skill (+20%)
Land Navigation (+15%)
Sniper (applies to muskets)
W.P. Sword
W.P. Black Powder TW Musket/Rifle
W.P. Black Powder TW Pistol
W.P.: Select one weapon proficiency (modern or ancient).
Hand to Hand: Basic
The basic skill can be increased to expert at the cost of one "Other" skill selection or martial arts (or assassin if of evil alignment) for two.
O.C.C. Related Skills:
Select five other skills, plus two additional skills at level three, and one at levels six, nine, and twelve.
Communications: Any
Cowboy: Any (+5%)
Domestic: Any (+20%)
Electrical: None
Espionage: Any (+5%)
Mechanical: None
Medical: First Aid only.
Military: Any
Physical: Any except acrobatics
Pilot: Any
Pilot Related: None
Rogue: Any (+10%)
Science: Any
Technical: Any
W.P.: Any
Wilderness: Any (+10%)
Secondary Skills: The character gets to select four secondary skills from those listed. These are additional areas of knowledge that do not get the advantage of the bonus listed in the parentheses (). All secondary skills start at the base skill level.
O.C.C. Bonuses: +20 M.D.C. (S.D.C. in other environments), +2 to save vs horror factor, +1 to save vs mind control and possession, +3 to pull punch, +2 to initiative with muskets/rifles, +1 to initiative with pistols.
P.P.E.: 4D6+4 plus 1D6 per level of experience.
Standard Equipment: Traveling clothes, several sets of dress clothes, a pair of fine knee high boots, a pair of walking boots, a pair of gloves, a wide-brimmed hat, sleeping bag, blanket, 3D4 small pouches, backpack or saddlebag, 1D4 utility belts, 100 feet of rope (made from angel hair), a grappling hook, 2D4 resin spikes, 2D4 weeks of food rations, a small personal grooming kit.
Weapons: A light sword (typically a rapier or long sword), a TW musket, and two to four additional weapons (only one of which may be an additional magical weapon). The musketeer will also have a TW Powder Horn (16 or 20 P.P.E. at the Game Master's discretion).
Armor: While the type and design of the armor varies dramatically, most Musketeers prefer very light suits that let them remain agile and mobile.
Traditional Garb: The Musketeers most often choose to dress themselves as the Musketeers of French history. They can often be seen wearing elegant and stylish clothing with large brimmed, foppish hats (often with large feathers in them), tabards and very loose fitting pants. They also like to decorate themselves tastefully in jewelry and other trinkets that add to their extravagant and impressive appearance.
Transportation: Most Musketeers, usually being of commoner origin, tend to walk but do ride horses (both robot and organic), hover or motorcycles, etc. Basically, there is no method of preference, it is the individual's means which are the deciding factor.
Money: Not applicable. Valuables, weapons, food and services are usually given in exchange for other items or services. Among other Musketeers and freelancers he is judged by his reputation, character, combat abilities and weapons. Though most often part of the lower class, it is not unknown for a Musketeer to become quite well known and respected, especially among freelancers, peasants and knights of the Hospital.
Cybernetics and Bionics: Virtually non-existent, except for what other-dimensional visitors bring with them from their home world.
Symbiotes: Musketeers can have as many as four symbiotic organisms, but are generally looked down upon as being low-brow and less noble because of it, especially by the knights of the Temple and priests of Light.
Experience: Musketeers use the same experience tables as Templar Knights.
- Steve Conan Trustrum
- Dungeon Crawler
- Posts: 205
- Joined: Sat Sep 30, 2000 1:01 am
- Location: Toronto, On. Canada
- Contact:
Aeriall (Angel) R.C.C.
About two dozen years ago, a Shifter who was loyal to the Cathedral opened a gateway to another world in a desperate search for allies against the Host. The result was a success insofar as the world was controlled by a benevolent race known as the Aeriall, winged humanoids who seem to be a cross between birds and man. This race had itself fought for thousands of years against an evil force upon their own world, only having defeated it within the past few centuries.
Upon seeing a world in a plight similar to what theirs had been, the Aeriall quickly agreed to send forces to help the humans of Wormwood. Unfortunately, only a few thousand of these beings had come through the gate when a spy of the Unholy managed to break into the secret chamber where the shifter was maintaining the dimensional portal. Before any of the startled assembly could act, the spy drew a dagger and cut the spellcaster’s throat. Without the shifter to maintain the gate, it collapsed.
Though quickly slain in turn, the spy's mission had been completed. Only the assassinated shifter knew the dimensional coordinates of the Aeriall's home world and so no more could be summoned and those that had already arrived were stranded. Seeing no other course of action available, the Aerialls that now found themselves trapped on Wormwood decided to continue on with their original mission.
Holy Terrors and the Aerialls, both of whom arrived on Wormwood under similar circumstances, seem to have formed some kind of fraternal bond through their similar history. Many Holy Terrors refer to the Aerialls as "little brother/sister" while the Aerialls affectionately call the armored giants "tin men".
While a small contingent of Aerialls have decided to join the organized structure of the Cathedral as elite soldiers under the direct command of the high priests, the majority (about 75%) have decided to strike out on their own or in small groups. Despite the fact that many of the religious beliefs of the Aerialls are very similar to those of the Cathedral, many have recognized the corruption and elitism that exists within that organization and have decided to carry on the fight against Darkness without the blessings or patronage of mankind’s church. These non-Cathedral aligned Aerialls, or Angels as many humans have taken to calling them, still ally themselves with the Cathedral against the common foe, they do not obey their orders or fall within their command structure. Such Aeriall are considered to be just another group of freelancers and thus are treated appropriately by the haughty humans of the Wormwood's religious caste (except for the open-minded wormspeakers).
Aeriall have a strong sense of loyalty to each other, which goes so far as to allow themselves to die rather than cause another of their kind harm. This sense of loyalty and honor is extended to others as well, much resembling the code of the Knights of the Hospital, except the Aeriall are not as strict and are far more sensible about how they apply their beliefs. As far as anyone has been able to tell, no Aeriall have yet joined the Unholy or taken up a similar disreputable occupation.
As mentioned earlier, the Aeriall (as can be seen flying about the castle on page 15 of the Wormwood Dimension Book) seem to be a mix of bird and human and are sometimes mistaken for Spirits of Wormwood from a distance. While their features and body are distinctly humanoid in shape and look, their flesh is covered in small, soft feathers and alll have large, functional wings sprouting from their backs. Both body feathers and wings tend to be light gray, white or light yellow, whereas their hair is a deep blonde with light blue highlights. Their eyes tend to be light blue or deep gray. When compared to almost all other races, especially those of Wormwood, the Aeriall seem fragile and weak. On the other hand, the Aeriall are extremely agile, brave and determined to see that the Darkness that plagues the Living Planet is banished.
Many dimensional gates exist upon the Aeriall's home planet, thus they have traveled the Megaverse in their past and continued to do so up until the point when their planet was besieged by evil. Due to their appearance and benign nature, scholars believe that this dimension traveling race has been mistaken for many benign entities such as angels in the mythos of several cultures across the megaverse. Unfortunately, all knowledge of dimensional travel has since been lost to this race and so it is unlikely that the Aeriall trapped on Wormwood shall ever find their way home.
Despite their alien appearance, the Aerialls have quickly been accepted among the Forces of Light and now contribute greatly to the war effort, providing the defenders of humanity with a much needed force of arms in the air to do battle with the dreaded Sky Riders. While about 2,500 Aerialls managed to make it through the portal before it was closed, about 750 of those have already been slain fighting the Unholy and his forces.
Alignment: Aerialls can be of any alignment but 85% of them are good or selfish. Of those that arrived on Wormwood, 15% are principled, 55% are scrupulous, 20% are unprincipled, 8% are anarchist and 2% are aberrant.
Attributes: I.Q. 3D4+8, M.E. 4D4+4, M.A. 2D6+10, P.S. 2D6+2, P.P. 3D6+10, P.E. 2D6, P.B. 5D6, Spd. 3D6 on the ground, 2D6x10+10 flying.
M.D.C.: 10 plus P.E.x2. Gains an additional 1D6 per level of experience. The Aeriall becomes an S.D.C. creature in a low magic setting, having hit points equal to P.E. +1D6 per level of experience and an S.D.C. of. 10 plus P.E.
P.P.E.: 4D6x10, plus an additional 2D6+4 P.P.E. per level of experience.
I.S.P.: 1D4x10+M.E. plus 1D8 I.S.P. per level of experience.
R.C.C. Bonuses: +3 to save vs horror factor, +2 to save vs magic, +5 to save vs psionic attack, +3 to save vs possession, +1 to initiative, +1 to pull punch, +2 to roll with impact, +1 attack per melee, +2 to dodge while in flight.
Weaknesses/Penalties: 95% of all Aerialls are claustrophobic and suffer the affects of phobias, as presented on page 20 of Rifts®. This is a result of being a race that has flown the open skies of their world for thousands of years. Aerialls also suffer double damage from fire and if the optional damage rules are used, they suffer double the normal penalties from broken bones due to the fragile nature of their skeleton.
Natural Abilities: Keen hawk-like 20/20 vision which allows the Aeriall to make out details such as faces up to 2 miles (3.2 km) away.
Magical Abilities: Each Aeriall instinctively knows one Air Elemental magic spell per level. The spell cannot be of a higher level than the Aeriall's own level of experience.
Psionic Abilities: Intuitive combat (Psyscape™, pg. 39), astral projection, sense evil and nightvision. Remember to take into account the penalties placed upon psychics while operating on Wormwood.
Size: Same as an average human.
Weight: 25% less than an average human.
Available O.C.C.s: Aerialls can be Air Warlocks (15%), Ley Line Walkers (10%), Mind Melters (10%), Mystics (8%), and Vagabonds (2%) and they also have the unique warrior O.C.C. known as Knightwings (55%). The number in parenthesis () are the percentages of surviving Aerialls on Wormwood which are of that O.C.C.
Symbiotes, Cybernetics and Bionics: Aerialls see these as corruption and will refuse to use them.
Aeriall Knightwing O.C.C.
These are the Aerialls upon whom the responsibility of defending their people falls. The Knightwings are also the greatest adherents of the Aeriall's codes of honor and loyalty, codes that much resemble those of the knights of the Cathedral. Warriors to their very soul, the Knightwings are deadly and ferocious when it comes time to do battle and yet, paradoxically, they (for the most part) are very poetic and gentle otherwise.
Bonuses: +20 M.D.C., +1 attack per melee, +2 P.S., +2 P.E., +1 to save vs magic and psionic attack, +1D4x10 I.S.P. and gains the Psi-Sword psionic power at 3rd level.
O.C.C. Skills:
Language: Aeriall (98%)
Literacy: Aeriall (98%)
Language and Literacy in two other languages (each +15%)
Land Navigation (+20%)
Heraldry
Detect Ambush (+10%)
Tracking (+15%)
W.P. Sword
W.P. Targeting
W.P. Shield
W.P.: Select two weapon proficiencies (modern or ancient).
Hand to Hand: Expert
The expert skill can be increased to martial arts (or assassin if of evil alignment)at the cost of "Other" skill selection.
O.C.C. Related Skills:
Select six other skills, plus two additional skills at level three, and one at levels five, eight, eleven and fifteen.
Communications: Any
Cowboy: None
Domestic: Any
Electrical: Basic only
Espionage: Any (+10%)
Mechanical: Basic only
Medical: First Aid only (+10%)
Military: Any (+15%)
Physical: Any
Pilot: Any
Pilot Related: Any
Rogue: Any
Science: Any
Technical: Any (+5%)
W.P.: Any
Wilderness: Any (+10%)
Secondary Skills: The character gets to select four secondary skills from those listed. These are additional areas of knowledge that do not get the advantage of the bonus listed in the parentheses (). All secondary skills start at the base skill level.
Standard Equipment: Several sets of traveling clothes, 1D4 small pouches, backpack, 1D4 utility belts, 100 feet of rope (made from angel hair), a grappling hook, 2D4 resin spikes, 2D4 weeks of food rations, a silver, resin or crystal cross, a small hammer.
Weapons: A sword and 1D4 other weapons, plus one magical weapon.
Armor: Aeriall's prefer light armor that does not encumber them while in flight and allows for full mobility.
Traditional Garb: When going into battle, the Aerialls wear a long white robe that covers all other clothing and armor and tapers towards the legs. The loose robe is embroidered with runes that represent prayers and blessings. So long are these robes that when in flight, the tapered appearance makes it seem like the Aeriall has a tail and no legs.
Transportation: Aerialls prefer to walk or fly to their destinations and only rarely travel by other means.
Money: Not applicable. Valuables, weapons, food and services are usually given in exchange for other items or services. Among other Aerialls and freelancers he is judged by his reputation, character, combat abilities and weapons. Though most often part of the lower class, it is fairly common for an Aeriall to become quite well known and respected, especially among priests of Light and knights of the Temple.
Experience: Knightwings use the same experience tables as Priests of Light.
About two dozen years ago, a Shifter who was loyal to the Cathedral opened a gateway to another world in a desperate search for allies against the Host. The result was a success insofar as the world was controlled by a benevolent race known as the Aeriall, winged humanoids who seem to be a cross between birds and man. This race had itself fought for thousands of years against an evil force upon their own world, only having defeated it within the past few centuries.
Upon seeing a world in a plight similar to what theirs had been, the Aeriall quickly agreed to send forces to help the humans of Wormwood. Unfortunately, only a few thousand of these beings had come through the gate when a spy of the Unholy managed to break into the secret chamber where the shifter was maintaining the dimensional portal. Before any of the startled assembly could act, the spy drew a dagger and cut the spellcaster’s throat. Without the shifter to maintain the gate, it collapsed.
Though quickly slain in turn, the spy's mission had been completed. Only the assassinated shifter knew the dimensional coordinates of the Aeriall's home world and so no more could be summoned and those that had already arrived were stranded. Seeing no other course of action available, the Aerialls that now found themselves trapped on Wormwood decided to continue on with their original mission.
Holy Terrors and the Aerialls, both of whom arrived on Wormwood under similar circumstances, seem to have formed some kind of fraternal bond through their similar history. Many Holy Terrors refer to the Aerialls as "little brother/sister" while the Aerialls affectionately call the armored giants "tin men".
While a small contingent of Aerialls have decided to join the organized structure of the Cathedral as elite soldiers under the direct command of the high priests, the majority (about 75%) have decided to strike out on their own or in small groups. Despite the fact that many of the religious beliefs of the Aerialls are very similar to those of the Cathedral, many have recognized the corruption and elitism that exists within that organization and have decided to carry on the fight against Darkness without the blessings or patronage of mankind’s church. These non-Cathedral aligned Aerialls, or Angels as many humans have taken to calling them, still ally themselves with the Cathedral against the common foe, they do not obey their orders or fall within their command structure. Such Aeriall are considered to be just another group of freelancers and thus are treated appropriately by the haughty humans of the Wormwood's religious caste (except for the open-minded wormspeakers).
Aeriall have a strong sense of loyalty to each other, which goes so far as to allow themselves to die rather than cause another of their kind harm. This sense of loyalty and honor is extended to others as well, much resembling the code of the Knights of the Hospital, except the Aeriall are not as strict and are far more sensible about how they apply their beliefs. As far as anyone has been able to tell, no Aeriall have yet joined the Unholy or taken up a similar disreputable occupation.
As mentioned earlier, the Aeriall (as can be seen flying about the castle on page 15 of the Wormwood Dimension Book) seem to be a mix of bird and human and are sometimes mistaken for Spirits of Wormwood from a distance. While their features and body are distinctly humanoid in shape and look, their flesh is covered in small, soft feathers and alll have large, functional wings sprouting from their backs. Both body feathers and wings tend to be light gray, white or light yellow, whereas their hair is a deep blonde with light blue highlights. Their eyes tend to be light blue or deep gray. When compared to almost all other races, especially those of Wormwood, the Aeriall seem fragile and weak. On the other hand, the Aeriall are extremely agile, brave and determined to see that the Darkness that plagues the Living Planet is banished.
Many dimensional gates exist upon the Aeriall's home planet, thus they have traveled the Megaverse in their past and continued to do so up until the point when their planet was besieged by evil. Due to their appearance and benign nature, scholars believe that this dimension traveling race has been mistaken for many benign entities such as angels in the mythos of several cultures across the megaverse. Unfortunately, all knowledge of dimensional travel has since been lost to this race and so it is unlikely that the Aeriall trapped on Wormwood shall ever find their way home.
Despite their alien appearance, the Aerialls have quickly been accepted among the Forces of Light and now contribute greatly to the war effort, providing the defenders of humanity with a much needed force of arms in the air to do battle with the dreaded Sky Riders. While about 2,500 Aerialls managed to make it through the portal before it was closed, about 750 of those have already been slain fighting the Unholy and his forces.
Alignment: Aerialls can be of any alignment but 85% of them are good or selfish. Of those that arrived on Wormwood, 15% are principled, 55% are scrupulous, 20% are unprincipled, 8% are anarchist and 2% are aberrant.
Attributes: I.Q. 3D4+8, M.E. 4D4+4, M.A. 2D6+10, P.S. 2D6+2, P.P. 3D6+10, P.E. 2D6, P.B. 5D6, Spd. 3D6 on the ground, 2D6x10+10 flying.
M.D.C.: 10 plus P.E.x2. Gains an additional 1D6 per level of experience. The Aeriall becomes an S.D.C. creature in a low magic setting, having hit points equal to P.E. +1D6 per level of experience and an S.D.C. of. 10 plus P.E.
P.P.E.: 4D6x10, plus an additional 2D6+4 P.P.E. per level of experience.
I.S.P.: 1D4x10+M.E. plus 1D8 I.S.P. per level of experience.
R.C.C. Bonuses: +3 to save vs horror factor, +2 to save vs magic, +5 to save vs psionic attack, +3 to save vs possession, +1 to initiative, +1 to pull punch, +2 to roll with impact, +1 attack per melee, +2 to dodge while in flight.
Weaknesses/Penalties: 95% of all Aerialls are claustrophobic and suffer the affects of phobias, as presented on page 20 of Rifts®. This is a result of being a race that has flown the open skies of their world for thousands of years. Aerialls also suffer double damage from fire and if the optional damage rules are used, they suffer double the normal penalties from broken bones due to the fragile nature of their skeleton.
Natural Abilities: Keen hawk-like 20/20 vision which allows the Aeriall to make out details such as faces up to 2 miles (3.2 km) away.
Magical Abilities: Each Aeriall instinctively knows one Air Elemental magic spell per level. The spell cannot be of a higher level than the Aeriall's own level of experience.
Psionic Abilities: Intuitive combat (Psyscape™, pg. 39), astral projection, sense evil and nightvision. Remember to take into account the penalties placed upon psychics while operating on Wormwood.
Size: Same as an average human.
Weight: 25% less than an average human.
Available O.C.C.s: Aerialls can be Air Warlocks (15%), Ley Line Walkers (10%), Mind Melters (10%), Mystics (8%), and Vagabonds (2%) and they also have the unique warrior O.C.C. known as Knightwings (55%). The number in parenthesis () are the percentages of surviving Aerialls on Wormwood which are of that O.C.C.
Symbiotes, Cybernetics and Bionics: Aerialls see these as corruption and will refuse to use them.
Aeriall Knightwing O.C.C.
These are the Aerialls upon whom the responsibility of defending their people falls. The Knightwings are also the greatest adherents of the Aeriall's codes of honor and loyalty, codes that much resemble those of the knights of the Cathedral. Warriors to their very soul, the Knightwings are deadly and ferocious when it comes time to do battle and yet, paradoxically, they (for the most part) are very poetic and gentle otherwise.
Bonuses: +20 M.D.C., +1 attack per melee, +2 P.S., +2 P.E., +1 to save vs magic and psionic attack, +1D4x10 I.S.P. and gains the Psi-Sword psionic power at 3rd level.
O.C.C. Skills:
Language: Aeriall (98%)
Literacy: Aeriall (98%)
Language and Literacy in two other languages (each +15%)
Land Navigation (+20%)
Heraldry
Detect Ambush (+10%)
Tracking (+15%)
W.P. Sword
W.P. Targeting
W.P. Shield
W.P.: Select two weapon proficiencies (modern or ancient).
Hand to Hand: Expert
The expert skill can be increased to martial arts (or assassin if of evil alignment)at the cost of "Other" skill selection.
O.C.C. Related Skills:
Select six other skills, plus two additional skills at level three, and one at levels five, eight, eleven and fifteen.
Communications: Any
Cowboy: None
Domestic: Any
Electrical: Basic only
Espionage: Any (+10%)
Mechanical: Basic only
Medical: First Aid only (+10%)
Military: Any (+15%)
Physical: Any
Pilot: Any
Pilot Related: Any
Rogue: Any
Science: Any
Technical: Any (+5%)
W.P.: Any
Wilderness: Any (+10%)
Secondary Skills: The character gets to select four secondary skills from those listed. These are additional areas of knowledge that do not get the advantage of the bonus listed in the parentheses (). All secondary skills start at the base skill level.
Standard Equipment: Several sets of traveling clothes, 1D4 small pouches, backpack, 1D4 utility belts, 100 feet of rope (made from angel hair), a grappling hook, 2D4 resin spikes, 2D4 weeks of food rations, a silver, resin or crystal cross, a small hammer.
Weapons: A sword and 1D4 other weapons, plus one magical weapon.
Armor: Aeriall's prefer light armor that does not encumber them while in flight and allows for full mobility.
Traditional Garb: When going into battle, the Aerialls wear a long white robe that covers all other clothing and armor and tapers towards the legs. The loose robe is embroidered with runes that represent prayers and blessings. So long are these robes that when in flight, the tapered appearance makes it seem like the Aeriall has a tail and no legs.
Transportation: Aerialls prefer to walk or fly to their destinations and only rarely travel by other means.
Money: Not applicable. Valuables, weapons, food and services are usually given in exchange for other items or services. Among other Aerialls and freelancers he is judged by his reputation, character, combat abilities and weapons. Though most often part of the lower class, it is fairly common for an Aeriall to become quite well known and respected, especially among priests of Light and knights of the Temple.
Experience: Knightwings use the same experience tables as Priests of Light.
- Steve Conan Trustrum
- Dungeon Crawler
- Posts: 205
- Joined: Sat Sep 30, 2000 1:01 am
- Location: Toronto, On. Canada
- Contact:
Battle Chaplain O.C.C.
Not everyone who tries to become a brother of the Cathedral has what it takes to become a priest of Light. Most fail because they lack the political connections or the required devotion or faith while others do not possess the spiritual awareness necessary to allow them to commune with the Living Planet. Of the latter, the inability to speak with Wormwood and call upon its powers often stems from a shadowy blotch upon the light of the applicant’s soul; the violence, doubt and rage of the initiate’s life and spirit fogs the connection to Wormwood, thereby proving him to be unworthy. But not all who fail are tossed away entirely.
A rare minority of these fallen hopefuls are able to channel the anger and violence within themselves into the means for their salvation. Instead of the usual powers of communion associated with the orthodox priesthood, these select chosen, known as battle chaplains, are trained to summon energy from the Living Planet in order to enchant items and weapons to be carried into battle against the Unholy. And although the orthodox priesthood is also trained in the martial ways, they are healers and scholars first and combatants second. Contrariwise, the battle chaplains have been taught to carry the word of the Light into battle by fighting side by side along with the orders of knighthood and other defenders of humanity. The peace of the monastery and the echoing silence of a vaulted church is not for the battle chaplain. No, their destiny lies in the spilled blood of the Unholy’s Host and the glory that their death brings to the Light’s name.
Because the main role of the battle chaplain, besides killing the enemies of mankind that is, is to inspire the crusaders of the Light while in battle, these brave fighting priests prefer their combat up close and personal. By employing their martial skills in hand to hand and close ranged combat, the battle chaplains set an example of courageousness and an undying desire to slay evil that has turned the tide of a battle more than once.
1. Alignment: Any, but the majority are good. Approximately 8% are evil, 22% are anarchist, 30% are unprincipled, 24% are scrupulous and 16% are principled.
2. P.P.E.: Permanent Base: 1D4x10+15, plus an additional 2D4 P.P.E. per level of experience. Additional mystic energy can be drawn from symbiotic crystals, stones and other battle chaplains (if given freely). Unlike the practitioners of magic from Rifts, they cannot draw energy from other beings, except by blood sacrifice or when offered by other chaplains. Furthermore, there are no ley lines from which ambient energy can be tapped (however, some subterranean caves are places of power and work like ley lines). P.P.E. is normally restored at a rate of four points for every hour of rest.
3. Meditation: The ability to focus one’s thought in prayer is a necessity for the dangerous life of the battle chaplain. Without it, they cannot use their ability to enchant items. Meditation and prayer also enables the character to regain spent P.P.E. at a rate of 8 points per hour. Meditation restores physical damage two times faster than is ordinary.
4. Rally Courage: The battle chaplain is nearly fearless and is able to use his own courage to inspire his comrades upon the battlefield. By performing a daring feat of arms (GM’s judgement) or crying forth an inspiring speech (takes at least 1D4+2 melee attacks/actions and requires a successful public speaking roll at -10%), the battle chaplain will grant a +2 bonus vs Horror Factor to any ally who can hear his words of faith. Allies fighting side by side with him (within 10 feet/3 m) are +4 to save vs Horror Factor if the speech succeeds.
5. Enchantment by Communion: Having failed to achieve the level of spirituality necessary to commune with the Living Planet as can a priest of Light, the battle chaplain has instead learned how to focus the life energies of Wormwood into special, holy items and weapons. The items, though they resemble the creations of a techno-wizard, are unique to the battle chaplains and, unless otherwise specified, may only be used by them.
P.P.E. spent in the creation of such items is slow to return and regenerates at half the usual rate.
Chance of Success: 55% +3% per level of experience.
6. +5D6 M.D.C. (S.D.C. in non-magic rich environments); remember that all native humans of Wormwood have adapted to the energies of the Living Planet and are mega-damage creatures in P.P.E. rich environments such as Wormwood and Rifts Earth. Roll 1D6 per each level of experience to determine the M.D.C./hit points.
7. OC.C. Bonuses: +4 to save vs horror factor, +2 vs possession, +2 to P.S. and P.E.
Attribute Requirements: M.E. and P.P. 15, P.S. and P.E. 13.
O.C.C. Skills:
Language: American (98%)
Language: Demongogian (+10%)
Literacy: American (+10%)
Public Speaking (+20%)
Sign Language (+10% with the battle chaplains’ secret war tongue)
Lore: Demons and Monsters (+25%)
Lore: Religion (+10%)
W.P. Black Powder TW Pistol
Select any 2 Weapon Proficiencies
Hand to Hand: Expert
The expert combat skill can be increased to martial arts at the cost of one “other” skill selection.
O.C.C. Related Skills:
Select 6 other skills, plus one additional skill at levels 2, 5, 8, 12 and 14.
Communications: Any
Cowboy: None
Domestic: Any
Electrical: None
Espionage: Any (+3%)
Mechanical: Basic Mechanics (-5%) only
Medical: First Aid only
Military: Any (+20%; +25% to Heraldry)
Physical: Any (+5%)
Pilot: Any
Pilot Related: None
Rogue: Prowl, Bartering and Streetwise only
Science: Any
Technical: Any (+10% on Lore skills)
W.P.: Any
Wilderness: None
Secondary Skills: The character gets to select five secondary skills from those listed. These are additional areas of knowledge that do not get the advantage of the bonus listed in the parentheses (). All secondary skills start at the base skill level.
Standard Equipment: 1 or 2 rosaries of healing, two hooded traveling robes, one ceremonial robe, a pair or boots, a pair of gloves, first-aid kit, sleeping bag, blanket, 1D4+2 small pouches, backpack and/or 1D4 saddlebags, utility belt, 1 or 2 vials of holy oil, 1D4 scroll cases, 1D4 weeks of rations.
Weapons: 1D6 wooden stakes and mallet, silver, crystal or resin cross, a TW black powder pistol, a 10 or 20 P.P.E. powder horn, and two or three other weapons. Availability of magic items is limited to the GM’s discretion.
Armor: Many battle chaplains prefer full light suits or half medium suits of armor, granting them a fair amount of protection and yet not restricting their mobility on the battlefield. Only rarely or in the greatest of conflicts is heavy armor donned. Most will also carry a shield.
Transportation: Many walk but they are not averse to using riding or battle mounts.
Money: Not applicable. Though not as respected as the common priest, a battle chaplain is still an honored member of human society and can therefore demand the right of shelter and food from most people.
Cybernetics and Bionics: Avoid at all costs as it renders their ability to create holy items inoperable.
Symbiotes: Battle chaplains very rarely use symbiotic organisms but they can operate battle saints and orbs.
Experience: Battle chaplains use the same experience tables as Knights of the Hospital.
Battle Chaplain Holy Equipment and Weapons
Here are some examples of the types of holy items that a battle chaplain can create. GMs and players should use these as a foundation upon which to design their own magical weapons. Remember, unless otherwise stated these items may only be used by battle chaplains. Furthermore, because most of these items rely upon the unique symbiosis between Wormwood and the battle chaplain, unless otherwise stated the item’s enchantment will be nullified 1D4+2 hours after it is removed from the Living Planet.
Giving useable items to allies is acceptable to Cathedral doctrine, so long as the recipient is also in the Light’s good graces, but Battle chaplains that are caught selling their holy equipment to others are branded as heretics and punished as such.
Banner of Courage
P.P.E. Creation Cost: 40
Time to Create: 1D4+2 hours
Physical Requirements: An exceptional quality war banner, holy oil to anoint the banner.
Penalty: -10%
Made from a large section of high quality cloth, this war banner must be decorated with the heraldic symbols of Light before it may be enchanted. Once empowered, the banner will double the effects of a battle chaplain’s rally courage ability for anyone who can see it. The banner will function if removed from Wormwood.
Banner of Conflict
P.P.E. Creation Cost: 70
Time to Create: 4D4+4 hours
Physical Requirements: An exceptional quality war banner, holy oil to anoint the banner.
Penalty: -20%
All units allied to the bearer of the banner who are within 100 feet ( m) gain the following bonuses in combat: +1 to strike, parry, dodge, initiative, and roll with impact. Some of these artifacts have been decorated with the insignia and symbols of a particular regiment. In such cases, the powers of the banner only work for members of that unit but they also gain the benefit of +1 attack per melee in addition to the usual bonuses.
Banner of Warding
P.P.E. Creation Cost: 60
Time to Create: 3D4+6 hours
Physical Requirements: An exceptional quality war banner, holy oil to anoint the banner.
Penalty: -16%
Crafted from high quality cloth, the war banner must be decorated with holy symbols of warding to be effective. Once the banner has been raised high to be proclaimed to the battlefield, all animated dead and undead are unable to approach closer than 20 feet (6.1 m) of the banner. Furthermore, demons, deevils, corrupted parasites and the Host are -3 to all combat rolls when within 50 feet (15.2 m) of the banner once it has been raised high. Ranges are 5 feet (1.5 m) and 15 feet (4.5 m), respectively, if the banner is not carried by a battle chaplain.
Censer of Purging
P.P.E. Creation Cost:
Time to Create: 2D4+4 hours
Physical Requirements: The censer and chains must be made from either brass, bronze or gold which is anointed with holy oil.
Penalty: -25%
This cup-shaped vessel is covered with a largely perforated, half-sphere cover and is suspended from chains by which the artifact is held. When activated, the censer burns with raging hellfire which can be commanded to jump short distances from the censer to a desired target within 15 feet ( m) as many times per melee round as the battle chaplain has levels of experience. The hellfire causes damage.
The censer costs P.P.E. to activate, allowing it to burn for 1 melee round per level of experience.
Vestments of Battle
P.P.E. Creation Cost: 80
Time to Create: 3D6+12 hours
Physical Requirements: A tabard of quality cloth and a battle stone that is consumed in the process.
Penalty: -22%
A.R.: 12
M.D.C.: 120. Once half the M.D.C. is depleted, the vestment’s powers (other than M.D.C. and A.R.) no longer work. Damage may not be repaired.
A long tabard that typically hangs to the knees, the power of this article of battle dress is to enhance the battle chaplain’s fighting ability. Commonly blood-red in color with a large white cross in its center, wearing a vestment of battle grants the chaplain the following bonuses: +1 to initiative and dodge, +2 to parry, strike and roll with punch/fall/impact, +1D4 damage to all hand to hand and melee weapon attacks. The tabard also acts as protective armor while worn.
Vestments of Inquisition
P.P.E. Creation Cost:
Time to Create: 1 day +2D6 hours
Physical Requirements: A fine white robe anointed with holy oil and blessed by a member of the Inquisition.
Penalty: -10%
These white robes are dominated by their blood red trim and the large black crosses upon the chest, back and both shoulders. The wearer gains a +15% bonus to his Interrogation Techniques and Torture Methods skills and a successful attempt at torture automatically gains a +1 to the level of information revealed. A bonus of +4 to save vs pain is also gained.
Only members of the Inquisition are allowed to wear these items though they will work for anyone. Vestments of Inquisition are reserved for the Cathedral’s most talented and vital interrogators and secret police agents.
Vestments of Devotion
P.P.E. Creation Cost: 140 and costs 1D4+1 P.P.E. permanently
Time to Create: 1D4+2 days
Physical Requirements: A priest’s robes made from high quality materials. Holy oil to anoint the clothing.
Spiritual Requirements: The robe will only work for characters of principled, scrupulous, unprincipled or aberrant alignment.
Penalty: -30%
The wearer is able to draw upon a reserve of 40 P.P.E. (50 if a battle chaplain) that may only be used for prayers of communion or for using TW weapons; spent P.P.E. regenerates at a rate of 5 points per hour. Additionally, the wearer is +2 to save versus horror factor and magic, and all prayers of communion operate as if the character was one level of experience higher than he actually is. Prayer casting times are also drastically lessened - 1 day of the original casting time becomes 1 hour while wearing the vestment, 1 hour becomes 10 minutes, 1 minute becomes 1 melee round, and 1 melee round becomes 1 melee attack/action. Lastly, all rolls to overcome the planet’s resistance to a Prayer of Communion are at +2.
This mystical robe may also be used by the Priest of Light, apok, Wormspeaker, and Dark Priests. Several High Priests have had these powerful robes enchanted especially for them.
Rosary of Healing
P.P.E. Creation Cost: 10 P.P.E. per bead
Time to Create: 3D6 minutes per bead.
Physical Requirements: A string of 5 to 15 high quality resin beads
Penalty: None
By using the power contained within the rosary beads a battle chaplain may heal minor wounds on himself or anyone whom he is in contact with. Each bead can heal 2D6 Hit Points/M.D.C., using one melee attack/action to do so, and is destroyed in the process.
Rosary of Divine Light
P.P.E. Creation Cost: 7 per bead
Time to Create: 30 minutes per bead
Physical Requirements: A string of 5 to 15 high quality resin beads
Penalty: None
To activate the rosary, it must be smacked sharply against something, causing a small crack in it. This causes the bead to exude a powerful light, roughly the equivalent of daylight, in a 25 foot ( m) radius. This light lasts for 2D6x10 minutes and also repels creatures of supernatural evil, requiring them to make a successful save vs pain at -4 in order to enter the light. Vampires suffer 1D4 damage from contact with the light and any possessed creature bathed in the bead’s glow has a 45% chance of being exorcized. These rosaries may be used by anyone.
Rosary of Meditation
P.P.E. Creation Cost: 10 per bead
Time to Create: 3 hours per bead
Physical Requirements: A string of 5 to 15 high quality resin beads
Penalty: -17%
By using this item as an aid the character’s rate of P.P.E. and damage regeneration doubles above and beyond the normal rate granted by their particular meditation ability. This item may be used by any character possessing the Meditation O.C.C. ability. Once the period of meditation is over one of the rosary beads is destroyed. The beads will function if removed from Wormwood.
Blessed Firearm
P.P.E. Creation Cost: 27
Time to Create: The time to manufacture the weapon plus 1D4+2 hours
Physical Requirements: A newly made flintlock TW firearm; no cannons or mortars
Penalty: -10%
In a battle chaplain’s hands the affected weapon becomes +2 to strike and +1D6+1 to damage against diabolically aligned creatures and +1 to strike and +1D4 to damage against enemies that are miscreant or aberrant. The beads will function if removed from Wormwood. In the hands of anyone other than a battle chaplain the firearm performs normally.
Shield of Protection
P.P.E. Creation Cost: 32
Time to Create: The time to manufacture the shield plus 1D6+4 hours
Physical Requirements: A newly made shield.
Penalty: -12%
If the wielder is wearing body armor his A.R. is increased by a +1 bonus against melee weapons or +2 against missile weapons, including flintlock TW firearms. The wielder also gains a +3 bonus to all saving throws. The beads will function if removed from Wormwood.
Armor of Survival
P.P.E. Creation Cost: 40
Time to Create: The time to manufacture the armor plus 2D4+6 hours
Physical Requirements: A newly made suit of body armor; so-called “modern” body armor types may not be used.
Penalty: -17%
When worn the armor allows its wearer to heal +50% faster and allows him to go five times as long as normal without food and water. The wearer also tires more slowly and thus suffers the influence of exertion as though his P.E. attribute were double its true amount.
Scrolls of Prayer
P.P.E. Creation Cost: The P.P.E. required by the prayer +25%
Time to Create: Triple the time normally required to activate the prayer.
Physical Requirements: A scroll; velum or papyrus are preferred but most other materials are fine. Cured animal hide is the most accessible writing surface on Wormwood.
Penalty: -2% per 10 P.P.E. (Rounded off) that is normally needed for the prayer.
The battle chaplain needs the aid of a character who can use the various communion prayers to create these items. By linking himself to the prayer, the chaplain fuels the process by providing the P.P.E. and acts as a conduit for the prayer’s power to be engraved onto the scroll.
Written in the language of the battle chaplain’s choice, the prayer may be activated by anyone who is capable of reading the language and of using prayers of communion, though they need not themselves know how to naturally use the specific prayer on the scroll. Once the prayer is used the scroll turns to ash. It takes one melee action to activate a scroll of prayer.
Not everyone who tries to become a brother of the Cathedral has what it takes to become a priest of Light. Most fail because they lack the political connections or the required devotion or faith while others do not possess the spiritual awareness necessary to allow them to commune with the Living Planet. Of the latter, the inability to speak with Wormwood and call upon its powers often stems from a shadowy blotch upon the light of the applicant’s soul; the violence, doubt and rage of the initiate’s life and spirit fogs the connection to Wormwood, thereby proving him to be unworthy. But not all who fail are tossed away entirely.
A rare minority of these fallen hopefuls are able to channel the anger and violence within themselves into the means for their salvation. Instead of the usual powers of communion associated with the orthodox priesthood, these select chosen, known as battle chaplains, are trained to summon energy from the Living Planet in order to enchant items and weapons to be carried into battle against the Unholy. And although the orthodox priesthood is also trained in the martial ways, they are healers and scholars first and combatants second. Contrariwise, the battle chaplains have been taught to carry the word of the Light into battle by fighting side by side along with the orders of knighthood and other defenders of humanity. The peace of the monastery and the echoing silence of a vaulted church is not for the battle chaplain. No, their destiny lies in the spilled blood of the Unholy’s Host and the glory that their death brings to the Light’s name.
Because the main role of the battle chaplain, besides killing the enemies of mankind that is, is to inspire the crusaders of the Light while in battle, these brave fighting priests prefer their combat up close and personal. By employing their martial skills in hand to hand and close ranged combat, the battle chaplains set an example of courageousness and an undying desire to slay evil that has turned the tide of a battle more than once.
1. Alignment: Any, but the majority are good. Approximately 8% are evil, 22% are anarchist, 30% are unprincipled, 24% are scrupulous and 16% are principled.
2. P.P.E.: Permanent Base: 1D4x10+15, plus an additional 2D4 P.P.E. per level of experience. Additional mystic energy can be drawn from symbiotic crystals, stones and other battle chaplains (if given freely). Unlike the practitioners of magic from Rifts, they cannot draw energy from other beings, except by blood sacrifice or when offered by other chaplains. Furthermore, there are no ley lines from which ambient energy can be tapped (however, some subterranean caves are places of power and work like ley lines). P.P.E. is normally restored at a rate of four points for every hour of rest.
3. Meditation: The ability to focus one’s thought in prayer is a necessity for the dangerous life of the battle chaplain. Without it, they cannot use their ability to enchant items. Meditation and prayer also enables the character to regain spent P.P.E. at a rate of 8 points per hour. Meditation restores physical damage two times faster than is ordinary.
4. Rally Courage: The battle chaplain is nearly fearless and is able to use his own courage to inspire his comrades upon the battlefield. By performing a daring feat of arms (GM’s judgement) or crying forth an inspiring speech (takes at least 1D4+2 melee attacks/actions and requires a successful public speaking roll at -10%), the battle chaplain will grant a +2 bonus vs Horror Factor to any ally who can hear his words of faith. Allies fighting side by side with him (within 10 feet/3 m) are +4 to save vs Horror Factor if the speech succeeds.
5. Enchantment by Communion: Having failed to achieve the level of spirituality necessary to commune with the Living Planet as can a priest of Light, the battle chaplain has instead learned how to focus the life energies of Wormwood into special, holy items and weapons. The items, though they resemble the creations of a techno-wizard, are unique to the battle chaplains and, unless otherwise specified, may only be used by them.
P.P.E. spent in the creation of such items is slow to return and regenerates at half the usual rate.
Chance of Success: 55% +3% per level of experience.
6. +5D6 M.D.C. (S.D.C. in non-magic rich environments); remember that all native humans of Wormwood have adapted to the energies of the Living Planet and are mega-damage creatures in P.P.E. rich environments such as Wormwood and Rifts Earth. Roll 1D6 per each level of experience to determine the M.D.C./hit points.
7. OC.C. Bonuses: +4 to save vs horror factor, +2 vs possession, +2 to P.S. and P.E.
Attribute Requirements: M.E. and P.P. 15, P.S. and P.E. 13.
O.C.C. Skills:
Language: American (98%)
Language: Demongogian (+10%)
Literacy: American (+10%)
Public Speaking (+20%)
Sign Language (+10% with the battle chaplains’ secret war tongue)
Lore: Demons and Monsters (+25%)
Lore: Religion (+10%)
W.P. Black Powder TW Pistol
Select any 2 Weapon Proficiencies
Hand to Hand: Expert
The expert combat skill can be increased to martial arts at the cost of one “other” skill selection.
O.C.C. Related Skills:
Select 6 other skills, plus one additional skill at levels 2, 5, 8, 12 and 14.
Communications: Any
Cowboy: None
Domestic: Any
Electrical: None
Espionage: Any (+3%)
Mechanical: Basic Mechanics (-5%) only
Medical: First Aid only
Military: Any (+20%; +25% to Heraldry)
Physical: Any (+5%)
Pilot: Any
Pilot Related: None
Rogue: Prowl, Bartering and Streetwise only
Science: Any
Technical: Any (+10% on Lore skills)
W.P.: Any
Wilderness: None
Secondary Skills: The character gets to select five secondary skills from those listed. These are additional areas of knowledge that do not get the advantage of the bonus listed in the parentheses (). All secondary skills start at the base skill level.
Standard Equipment: 1 or 2 rosaries of healing, two hooded traveling robes, one ceremonial robe, a pair or boots, a pair of gloves, first-aid kit, sleeping bag, blanket, 1D4+2 small pouches, backpack and/or 1D4 saddlebags, utility belt, 1 or 2 vials of holy oil, 1D4 scroll cases, 1D4 weeks of rations.
Weapons: 1D6 wooden stakes and mallet, silver, crystal or resin cross, a TW black powder pistol, a 10 or 20 P.P.E. powder horn, and two or three other weapons. Availability of magic items is limited to the GM’s discretion.
Armor: Many battle chaplains prefer full light suits or half medium suits of armor, granting them a fair amount of protection and yet not restricting their mobility on the battlefield. Only rarely or in the greatest of conflicts is heavy armor donned. Most will also carry a shield.
Transportation: Many walk but they are not averse to using riding or battle mounts.
Money: Not applicable. Though not as respected as the common priest, a battle chaplain is still an honored member of human society and can therefore demand the right of shelter and food from most people.
Cybernetics and Bionics: Avoid at all costs as it renders their ability to create holy items inoperable.
Symbiotes: Battle chaplains very rarely use symbiotic organisms but they can operate battle saints and orbs.
Experience: Battle chaplains use the same experience tables as Knights of the Hospital.
Battle Chaplain Holy Equipment and Weapons
Here are some examples of the types of holy items that a battle chaplain can create. GMs and players should use these as a foundation upon which to design their own magical weapons. Remember, unless otherwise stated these items may only be used by battle chaplains. Furthermore, because most of these items rely upon the unique symbiosis between Wormwood and the battle chaplain, unless otherwise stated the item’s enchantment will be nullified 1D4+2 hours after it is removed from the Living Planet.
Giving useable items to allies is acceptable to Cathedral doctrine, so long as the recipient is also in the Light’s good graces, but Battle chaplains that are caught selling their holy equipment to others are branded as heretics and punished as such.
Banner of Courage
P.P.E. Creation Cost: 40
Time to Create: 1D4+2 hours
Physical Requirements: An exceptional quality war banner, holy oil to anoint the banner.
Penalty: -10%
Made from a large section of high quality cloth, this war banner must be decorated with the heraldic symbols of Light before it may be enchanted. Once empowered, the banner will double the effects of a battle chaplain’s rally courage ability for anyone who can see it. The banner will function if removed from Wormwood.
Banner of Conflict
P.P.E. Creation Cost: 70
Time to Create: 4D4+4 hours
Physical Requirements: An exceptional quality war banner, holy oil to anoint the banner.
Penalty: -20%
All units allied to the bearer of the banner who are within 100 feet ( m) gain the following bonuses in combat: +1 to strike, parry, dodge, initiative, and roll with impact. Some of these artifacts have been decorated with the insignia and symbols of a particular regiment. In such cases, the powers of the banner only work for members of that unit but they also gain the benefit of +1 attack per melee in addition to the usual bonuses.
Banner of Warding
P.P.E. Creation Cost: 60
Time to Create: 3D4+6 hours
Physical Requirements: An exceptional quality war banner, holy oil to anoint the banner.
Penalty: -16%
Crafted from high quality cloth, the war banner must be decorated with holy symbols of warding to be effective. Once the banner has been raised high to be proclaimed to the battlefield, all animated dead and undead are unable to approach closer than 20 feet (6.1 m) of the banner. Furthermore, demons, deevils, corrupted parasites and the Host are -3 to all combat rolls when within 50 feet (15.2 m) of the banner once it has been raised high. Ranges are 5 feet (1.5 m) and 15 feet (4.5 m), respectively, if the banner is not carried by a battle chaplain.
Censer of Purging
P.P.E. Creation Cost:
Time to Create: 2D4+4 hours
Physical Requirements: The censer and chains must be made from either brass, bronze or gold which is anointed with holy oil.
Penalty: -25%
This cup-shaped vessel is covered with a largely perforated, half-sphere cover and is suspended from chains by which the artifact is held. When activated, the censer burns with raging hellfire which can be commanded to jump short distances from the censer to a desired target within 15 feet ( m) as many times per melee round as the battle chaplain has levels of experience. The hellfire causes damage.
The censer costs P.P.E. to activate, allowing it to burn for 1 melee round per level of experience.
Vestments of Battle
P.P.E. Creation Cost: 80
Time to Create: 3D6+12 hours
Physical Requirements: A tabard of quality cloth and a battle stone that is consumed in the process.
Penalty: -22%
A.R.: 12
M.D.C.: 120. Once half the M.D.C. is depleted, the vestment’s powers (other than M.D.C. and A.R.) no longer work. Damage may not be repaired.
A long tabard that typically hangs to the knees, the power of this article of battle dress is to enhance the battle chaplain’s fighting ability. Commonly blood-red in color with a large white cross in its center, wearing a vestment of battle grants the chaplain the following bonuses: +1 to initiative and dodge, +2 to parry, strike and roll with punch/fall/impact, +1D4 damage to all hand to hand and melee weapon attacks. The tabard also acts as protective armor while worn.
Vestments of Inquisition
P.P.E. Creation Cost:
Time to Create: 1 day +2D6 hours
Physical Requirements: A fine white robe anointed with holy oil and blessed by a member of the Inquisition.
Penalty: -10%
These white robes are dominated by their blood red trim and the large black crosses upon the chest, back and both shoulders. The wearer gains a +15% bonus to his Interrogation Techniques and Torture Methods skills and a successful attempt at torture automatically gains a +1 to the level of information revealed. A bonus of +4 to save vs pain is also gained.
Only members of the Inquisition are allowed to wear these items though they will work for anyone. Vestments of Inquisition are reserved for the Cathedral’s most talented and vital interrogators and secret police agents.
Vestments of Devotion
P.P.E. Creation Cost: 140 and costs 1D4+1 P.P.E. permanently
Time to Create: 1D4+2 days
Physical Requirements: A priest’s robes made from high quality materials. Holy oil to anoint the clothing.
Spiritual Requirements: The robe will only work for characters of principled, scrupulous, unprincipled or aberrant alignment.
Penalty: -30%
The wearer is able to draw upon a reserve of 40 P.P.E. (50 if a battle chaplain) that may only be used for prayers of communion or for using TW weapons; spent P.P.E. regenerates at a rate of 5 points per hour. Additionally, the wearer is +2 to save versus horror factor and magic, and all prayers of communion operate as if the character was one level of experience higher than he actually is. Prayer casting times are also drastically lessened - 1 day of the original casting time becomes 1 hour while wearing the vestment, 1 hour becomes 10 minutes, 1 minute becomes 1 melee round, and 1 melee round becomes 1 melee attack/action. Lastly, all rolls to overcome the planet’s resistance to a Prayer of Communion are at +2.
This mystical robe may also be used by the Priest of Light, apok, Wormspeaker, and Dark Priests. Several High Priests have had these powerful robes enchanted especially for them.
Rosary of Healing
P.P.E. Creation Cost: 10 P.P.E. per bead
Time to Create: 3D6 minutes per bead.
Physical Requirements: A string of 5 to 15 high quality resin beads
Penalty: None
By using the power contained within the rosary beads a battle chaplain may heal minor wounds on himself or anyone whom he is in contact with. Each bead can heal 2D6 Hit Points/M.D.C., using one melee attack/action to do so, and is destroyed in the process.
Rosary of Divine Light
P.P.E. Creation Cost: 7 per bead
Time to Create: 30 minutes per bead
Physical Requirements: A string of 5 to 15 high quality resin beads
Penalty: None
To activate the rosary, it must be smacked sharply against something, causing a small crack in it. This causes the bead to exude a powerful light, roughly the equivalent of daylight, in a 25 foot ( m) radius. This light lasts for 2D6x10 minutes and also repels creatures of supernatural evil, requiring them to make a successful save vs pain at -4 in order to enter the light. Vampires suffer 1D4 damage from contact with the light and any possessed creature bathed in the bead’s glow has a 45% chance of being exorcized. These rosaries may be used by anyone.
Rosary of Meditation
P.P.E. Creation Cost: 10 per bead
Time to Create: 3 hours per bead
Physical Requirements: A string of 5 to 15 high quality resin beads
Penalty: -17%
By using this item as an aid the character’s rate of P.P.E. and damage regeneration doubles above and beyond the normal rate granted by their particular meditation ability. This item may be used by any character possessing the Meditation O.C.C. ability. Once the period of meditation is over one of the rosary beads is destroyed. The beads will function if removed from Wormwood.
Blessed Firearm
P.P.E. Creation Cost: 27
Time to Create: The time to manufacture the weapon plus 1D4+2 hours
Physical Requirements: A newly made flintlock TW firearm; no cannons or mortars
Penalty: -10%
In a battle chaplain’s hands the affected weapon becomes +2 to strike and +1D6+1 to damage against diabolically aligned creatures and +1 to strike and +1D4 to damage against enemies that are miscreant or aberrant. The beads will function if removed from Wormwood. In the hands of anyone other than a battle chaplain the firearm performs normally.
Shield of Protection
P.P.E. Creation Cost: 32
Time to Create: The time to manufacture the shield plus 1D6+4 hours
Physical Requirements: A newly made shield.
Penalty: -12%
If the wielder is wearing body armor his A.R. is increased by a +1 bonus against melee weapons or +2 against missile weapons, including flintlock TW firearms. The wielder also gains a +3 bonus to all saving throws. The beads will function if removed from Wormwood.
Armor of Survival
P.P.E. Creation Cost: 40
Time to Create: The time to manufacture the armor plus 2D4+6 hours
Physical Requirements: A newly made suit of body armor; so-called “modern” body armor types may not be used.
Penalty: -17%
When worn the armor allows its wearer to heal +50% faster and allows him to go five times as long as normal without food and water. The wearer also tires more slowly and thus suffers the influence of exertion as though his P.E. attribute were double its true amount.
Scrolls of Prayer
P.P.E. Creation Cost: The P.P.E. required by the prayer +25%
Time to Create: Triple the time normally required to activate the prayer.
Physical Requirements: A scroll; velum or papyrus are preferred but most other materials are fine. Cured animal hide is the most accessible writing surface on Wormwood.
Penalty: -2% per 10 P.P.E. (Rounded off) that is normally needed for the prayer.
The battle chaplain needs the aid of a character who can use the various communion prayers to create these items. By linking himself to the prayer, the chaplain fuels the process by providing the P.P.E. and acts as a conduit for the prayer’s power to be engraved onto the scroll.
Written in the language of the battle chaplain’s choice, the prayer may be activated by anyone who is capable of reading the language and of using prayers of communion, though they need not themselves know how to naturally use the specific prayer on the scroll. Once the prayer is used the scroll turns to ash. It takes one melee action to activate a scroll of prayer.
- Steve Conan Trustrum
- Dungeon Crawler
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- Joined: Sat Sep 30, 2000 1:01 am
- Location: Toronto, On. Canada
- Contact:
Wasser Landsailor O.C.C.
The distances between cities on Wormwood are vast and, for the most part, unpopulated. These open areas of solitude are the domain of the Wasser (or landsailors), a loosely organized nomadic and secretive society of humans.
Other O.C.C.s exist among the Wasser (see later for more information), but it is the landsailor that is the most commonly encountered. It should be stressed that no outsiders have any idea what the proportion of these landsailors are when compared to the Wasser living in the cities that are believed to be found in the barrens, or even among those unseen Wasser of the clan fleets who do not consort with outsiders and instead remain hidden upon their ships.
The landsailor is a jack-of-all-trades - an able sailor, merchant, fighter and thief all rolled into one. Responsible for the maintenance and upkeep of the clan fleet ships, the sailor usually fits into one (usually two) of the following roles upon a ship:
- skill/attribute requirements to fulfill the following positions upon a ship.
Pilot/Navigator: Part of the sailor's duty is to guide and navigate the ship across the surface of Wormwood. Skill Requirements:
Deckhand: These sailors man the rigging and perform the most common and menial of tasks on the ship. Skill Requirements: None, this position is filled by the least skilled or newest of landsailors.
Gunner: Learned in the art of the ship's weapons, these men and women operate those same weapons in battle. When not in battle gunners often do many of the same duties as deckhands but always in the area near their weapon. Skill Requirements: W.P.
Captain: The commander of the craft. Skill Requirements: None, this is a position gained either through rights of heredity, nepotism, or because the individual is a talented leader and skilled sailor.
First Mate: The commander's second. Skill Requirements:
Coxswain: The head navigator/pilot. Skill Requirements:
Gunner's Mate: Head gunner. Skill Requirements: W.P.
Windmaker: These are the sailors responsible for providing the wind that allows the ship to sail from one place to the next. The title of Windmaker is one of great honor and renown among Wasser society as a whole, not just upon the landships themselves, and is usually only held by higher level landsailors. To be given the position of Windmaker is a symbol of the respect that the Wasser has for the individual and his incredible skill for manipulating and controlling the winds of Wormood. Skill Requirements: None, but must posses the Summon Wind prayer and a creative talent for commanding the wind’s power.
Shipwrights: These men are responsible for fixing the ship when it has been damaged. Skill Requirements: Carpentry, boat building, general repair/maintenance.
1. Communion With Wormwood: Landsailors are able to command a limited number of Wormwood Prayers of Communion, representing a bond with the Living Planet at some level that is unrecognizable to outsiders. All landsailors possess the Locate Home Town prayer and selects one new prayer at levels one, four, eight and twelve.
Only the following prayers may be selected from: Control Temperature, Create a Burial Place, Create a Fountain of Water, Heat Point, Invisible to Magic Seeing, Locate Places of Evil, Locate Home Town, Locate Food & Resources, Summon & Use Angel Hair, and Summon Wind.
Attribute Requirements: P.P. 12, I.Q. 10. A high P.S. and P.E. are suggested but not mandatory.
Alignment Requirement: Any but most are selfish
O.C.C. Skills:
Language: American +20%. Speaks with an odd accent that sounds Germanic to natives of Earth
Language: Wasser (98%)
Wasser Hand Signals (+20%)
Navigation (+5%). The Wasser learned this rare skill from the equipment found in the original wreck that saved their people. They guard this knowledge as fervently as they do any of their other secrets.
Land Sailing (+15%)
Rope Works (+10%)
Choose one domestic skill
Prowl (+10%)
W.P. Knife
W.P.: Select two weapon proficiencies (modern or ancient).
Hand to Hand: Basic
The basic skill can be increased to expert at the cost of one "Other" skill selection or martial arts (or assassin if of evil alignment) for two.
O.C.C. Related Skills:
Select seven other skills, plus two additional skills at level three, and one at levels six, ten, and fourteen.
Communications: Any
Cowboy: Roping only
Domestic: Any (+10%)
Electrical: None
Espionage: Any
Mechanical: None
Medical: First Aid only
Military: Trap Construction, Trap/Mine Detection and Heraldry only.
Physical: Any (+5%)
Pilot: Any
Pilot Related: None
Rogue: Any (+15%)
Science: Both Math skills Astrology and Astronomy only
Technical: Any
W.P.: Any
Wilderness: Any (+10% to Carpentry and Boat Building)
Secondary Skills: The character gets to select four secondary skills from those listed. These are additional areas of knowledge that do not get the advantage of the bonus listed in the parentheses (). All secondary skills start at the base skill level.
O.C.C. Bonuses: +4D6+2 M.D.C. (S.D.C. in other environments), +1 to save vs horror factor, +3 to maintain balance.
P.P.E.: 5D6+10 plus 1D4+2 per level of experience.
Standard Equipment: Traveling clothes, light clothes for aboard-ship duty, leather gloves, a pair of light boots, a head scarf or hat, a satchel or backpack, 1D4 utility belts with 3D4 small pouches, 100 feet of angel hair rope with grappling hook, a resin cross, 3D4 weeks of rations.
Weapons: A light sword (typically a rapier or long sword), a flintlock TW pistol, and one to three additional weapons (only one of which may be an additional magical weapon.
Armor: The Wasser prefer light armor that will not hinder their movement as they often have to scramble through rigging during combat.
Traditional Garb: While sailing, the land sailors usually wear cut off pants and sleeveless shirts that allow them to operate freely within the rigging. However, when traveling through cities or when dealing with outsiders the Wasser tend to dress up a little - think of an odd mix between the stereotypical pirates and gypsies of Earth.
Transportation: On the rare occasions where Wasser travel the land by any means other than their ships, these nomads prefer fast and light mounts.
Money: Though Wormwood does not use a monetary system as a rule, the Wasser covet items that are considered valuable on other worlds.
Cybernetics and Bionics: The odd Wasser has been seen with these items but are almost always reserved for prosthetic use only. Where and how they get them are completely unknown and only serves to add to their dark mystique.
Symbiotes: Wasser Sailors can have as many as four symbiotic organisms, but are generally looked down upon as being low-brow and less noble because of it, especially by the knights of the Temple and priests of Light.
Experience: The Landsailor O.C.C. uses the same experience table as the Freelance Warrior
Other common O.C.C.s among the Wasser: Vagabond, Techno-Wizard, Air Warlock (they are revered as great Windmakers), Freelancer, Symbiotic Warrior, Wormspeaker and even the odd Musketeer (which seems to fit right in with this odd bunch). The Wasser seem to get along extremely well with non-Wasser Musketeers, perhaps because of their common, roguish natures.
The distances between cities on Wormwood are vast and, for the most part, unpopulated. These open areas of solitude are the domain of the Wasser (or landsailors), a loosely organized nomadic and secretive society of humans.
Other O.C.C.s exist among the Wasser (see later for more information), but it is the landsailor that is the most commonly encountered. It should be stressed that no outsiders have any idea what the proportion of these landsailors are when compared to the Wasser living in the cities that are believed to be found in the barrens, or even among those unseen Wasser of the clan fleets who do not consort with outsiders and instead remain hidden upon their ships.
The landsailor is a jack-of-all-trades - an able sailor, merchant, fighter and thief all rolled into one. Responsible for the maintenance and upkeep of the clan fleet ships, the sailor usually fits into one (usually two) of the following roles upon a ship:
- skill/attribute requirements to fulfill the following positions upon a ship.
Pilot/Navigator: Part of the sailor's duty is to guide and navigate the ship across the surface of Wormwood. Skill Requirements:
Deckhand: These sailors man the rigging and perform the most common and menial of tasks on the ship. Skill Requirements: None, this position is filled by the least skilled or newest of landsailors.
Gunner: Learned in the art of the ship's weapons, these men and women operate those same weapons in battle. When not in battle gunners often do many of the same duties as deckhands but always in the area near their weapon. Skill Requirements: W.P.
Captain: The commander of the craft. Skill Requirements: None, this is a position gained either through rights of heredity, nepotism, or because the individual is a talented leader and skilled sailor.
First Mate: The commander's second. Skill Requirements:
Coxswain: The head navigator/pilot. Skill Requirements:
Gunner's Mate: Head gunner. Skill Requirements: W.P.
Windmaker: These are the sailors responsible for providing the wind that allows the ship to sail from one place to the next. The title of Windmaker is one of great honor and renown among Wasser society as a whole, not just upon the landships themselves, and is usually only held by higher level landsailors. To be given the position of Windmaker is a symbol of the respect that the Wasser has for the individual and his incredible skill for manipulating and controlling the winds of Wormood. Skill Requirements: None, but must posses the Summon Wind prayer and a creative talent for commanding the wind’s power.
Shipwrights: These men are responsible for fixing the ship when it has been damaged. Skill Requirements: Carpentry, boat building, general repair/maintenance.
1. Communion With Wormwood: Landsailors are able to command a limited number of Wormwood Prayers of Communion, representing a bond with the Living Planet at some level that is unrecognizable to outsiders. All landsailors possess the Locate Home Town prayer and selects one new prayer at levels one, four, eight and twelve.
Only the following prayers may be selected from: Control Temperature, Create a Burial Place, Create a Fountain of Water, Heat Point, Invisible to Magic Seeing, Locate Places of Evil, Locate Home Town, Locate Food & Resources, Summon & Use Angel Hair, and Summon Wind.
Attribute Requirements: P.P. 12, I.Q. 10. A high P.S. and P.E. are suggested but not mandatory.
Alignment Requirement: Any but most are selfish
O.C.C. Skills:
Language: American +20%. Speaks with an odd accent that sounds Germanic to natives of Earth
Language: Wasser (98%)
Wasser Hand Signals (+20%)
Navigation (+5%). The Wasser learned this rare skill from the equipment found in the original wreck that saved their people. They guard this knowledge as fervently as they do any of their other secrets.
Land Sailing (+15%)
Rope Works (+10%)
Choose one domestic skill
Prowl (+10%)
W.P. Knife
W.P.: Select two weapon proficiencies (modern or ancient).
Hand to Hand: Basic
The basic skill can be increased to expert at the cost of one "Other" skill selection or martial arts (or assassin if of evil alignment) for two.
O.C.C. Related Skills:
Select seven other skills, plus two additional skills at level three, and one at levels six, ten, and fourteen.
Communications: Any
Cowboy: Roping only
Domestic: Any (+10%)
Electrical: None
Espionage: Any
Mechanical: None
Medical: First Aid only
Military: Trap Construction, Trap/Mine Detection and Heraldry only.
Physical: Any (+5%)
Pilot: Any
Pilot Related: None
Rogue: Any (+15%)
Science: Both Math skills Astrology and Astronomy only
Technical: Any
W.P.: Any
Wilderness: Any (+10% to Carpentry and Boat Building)
Secondary Skills: The character gets to select four secondary skills from those listed. These are additional areas of knowledge that do not get the advantage of the bonus listed in the parentheses (). All secondary skills start at the base skill level.
O.C.C. Bonuses: +4D6+2 M.D.C. (S.D.C. in other environments), +1 to save vs horror factor, +3 to maintain balance.
P.P.E.: 5D6+10 plus 1D4+2 per level of experience.
Standard Equipment: Traveling clothes, light clothes for aboard-ship duty, leather gloves, a pair of light boots, a head scarf or hat, a satchel or backpack, 1D4 utility belts with 3D4 small pouches, 100 feet of angel hair rope with grappling hook, a resin cross, 3D4 weeks of rations.
Weapons: A light sword (typically a rapier or long sword), a flintlock TW pistol, and one to three additional weapons (only one of which may be an additional magical weapon.
Armor: The Wasser prefer light armor that will not hinder their movement as they often have to scramble through rigging during combat.
Traditional Garb: While sailing, the land sailors usually wear cut off pants and sleeveless shirts that allow them to operate freely within the rigging. However, when traveling through cities or when dealing with outsiders the Wasser tend to dress up a little - think of an odd mix between the stereotypical pirates and gypsies of Earth.
Transportation: On the rare occasions where Wasser travel the land by any means other than their ships, these nomads prefer fast and light mounts.
Money: Though Wormwood does not use a monetary system as a rule, the Wasser covet items that are considered valuable on other worlds.
Cybernetics and Bionics: The odd Wasser has been seen with these items but are almost always reserved for prosthetic use only. Where and how they get them are completely unknown and only serves to add to their dark mystique.
Symbiotes: Wasser Sailors can have as many as four symbiotic organisms, but are generally looked down upon as being low-brow and less noble because of it, especially by the knights of the Temple and priests of Light.
Experience: The Landsailor O.C.C. uses the same experience table as the Freelance Warrior
Other common O.C.C.s among the Wasser: Vagabond, Techno-Wizard, Air Warlock (they are revered as great Windmakers), Freelancer, Symbiotic Warrior, Wormspeaker and even the odd Musketeer (which seems to fit right in with this odd bunch). The Wasser seem to get along extremely well with non-Wasser Musketeers, perhaps because of their common, roguish natures.
- Steve Conan Trustrum
- Dungeon Crawler
- Posts: 205
- Joined: Sat Sep 30, 2000 1:01 am
- Location: Toronto, On. Canada
- Contact:
Inquisitor O.C.C. (Addition)
The Inquisitors are the secret police and hidden enforcers of the Cathedral's will. Swearing loyalty to the Black Bishop, his chosen, the Cathedral and the Light (in that order), Inquisitors are the hand and knife that slides from out of the shadows to strike down all treasonous heretics. The Inquisitor is not an O.C.C. unto itself but is representative of additional training that an accepted agent of the Inquisition is given in order to perform his duties. Inquisitors are initially trained to perform one of two functions and their training will reflect their preparation for that role.
Redeemers are the adjudicators and interrogators of the Inquisition. It is a Redeemer’s duty to investigate suspected heretics and traitors, pursuing their instincts, doubts and suspicions as far as they need go. Redeemers have the authority to chase these suspicions as high up the hierarchy of society or even the Cathedral as need be; the only people who are even remotely safe from the long reach of the Redeemers are the leaders of the Inquisition itself.
Redeemers are easily the most feared of the inquisitors because it is they who wield the ability to consign a person to prison, or as is most often the case, to be purged.
Each person accepted into the Inquisition, and subsequently given Inquisitor training, is placed within these groups based upon their original O.C.C. Once placed, they gain the benefits of the additional training for their group, but continue to progress as their original O.C.C.s (this includes all skills, powers, etc. gained per level). However, because of the additional burden placed on them by their Inquisitor training, it now costs the Inquisitor an extra 10% more than it normally would to go up in level.
The group to which the new Inquisitor is assigned is based upon their original O.C.C.s, with Priests of Light becoming Judges, Templar Knights becoming Headsmen and all others becoming Bishops. No matter which group the Inquisitor is placed into, he must adhere to the strict doctrine and rules of the Inquisition:
Inquisition Doctrine
• The best interests of the Cathedral are all that matters in life.
• Only the Primarch and Lords of the Inquisition are truly pure enough to know what is in the best interests of the Cathedral.
• The laws of man and of morality are nothing compared to the laws of the Cathedral.
• Dissidents must be found and judged lest they corrupt the rest of mankind with their heresy.
• The primary duty of an Inquisitor is to obey his superiors.
Each Inquisitor receives the following benefits, as denoted by his order, upon joining the secret organization known as the Inquisition. All new skills start at level one.
Redeemers:
Torture Methods (+20%)
Interrogation Techniques (+15%)
Lore: Religion (+20%)
Law (+15%)
+2 to M.A. and M.E.
Magistrates:
Interrogation Techniques (+5%)
Tracking (+20%)
Lore: Religion (+10%)
2 Weapon Proficiencies of choice
+10 M.D.C.
The Inquisitors are the secret police and hidden enforcers of the Cathedral's will. Swearing loyalty to the Black Bishop, his chosen, the Cathedral and the Light (in that order), Inquisitors are the hand and knife that slides from out of the shadows to strike down all treasonous heretics. The Inquisitor is not an O.C.C. unto itself but is representative of additional training that an accepted agent of the Inquisition is given in order to perform his duties. Inquisitors are initially trained to perform one of two functions and their training will reflect their preparation for that role.
Redeemers are the adjudicators and interrogators of the Inquisition. It is a Redeemer’s duty to investigate suspected heretics and traitors, pursuing their instincts, doubts and suspicions as far as they need go. Redeemers have the authority to chase these suspicions as high up the hierarchy of society or even the Cathedral as need be; the only people who are even remotely safe from the long reach of the Redeemers are the leaders of the Inquisition itself.
Redeemers are easily the most feared of the inquisitors because it is they who wield the ability to consign a person to prison, or as is most often the case, to be purged.
Each person accepted into the Inquisition, and subsequently given Inquisitor training, is placed within these groups based upon their original O.C.C. Once placed, they gain the benefits of the additional training for their group, but continue to progress as their original O.C.C.s (this includes all skills, powers, etc. gained per level). However, because of the additional burden placed on them by their Inquisitor training, it now costs the Inquisitor an extra 10% more than it normally would to go up in level.
The group to which the new Inquisitor is assigned is based upon their original O.C.C.s, with Priests of Light becoming Judges, Templar Knights becoming Headsmen and all others becoming Bishops. No matter which group the Inquisitor is placed into, he must adhere to the strict doctrine and rules of the Inquisition:
Inquisition Doctrine
• The best interests of the Cathedral are all that matters in life.
• Only the Primarch and Lords of the Inquisition are truly pure enough to know what is in the best interests of the Cathedral.
• The laws of man and of morality are nothing compared to the laws of the Cathedral.
• Dissidents must be found and judged lest they corrupt the rest of mankind with their heresy.
• The primary duty of an Inquisitor is to obey his superiors.
Each Inquisitor receives the following benefits, as denoted by his order, upon joining the secret organization known as the Inquisition. All new skills start at level one.
Redeemers:
Torture Methods (+20%)
Interrogation Techniques (+15%)
Lore: Religion (+20%)
Law (+15%)
+2 to M.A. and M.E.
Magistrates:
Interrogation Techniques (+5%)
Tracking (+20%)
Lore: Religion (+10%)
2 Weapon Proficiencies of choice
+10 M.D.C.
- Steve Conan Trustrum
- Dungeon Crawler
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- Joined: Sat Sep 30, 2000 1:01 am
- Location: Toronto, On. Canada
- Contact:
Sin Hunter O.C.C.
Note: This O.C.C. is meant to be played as an NPC but may be used by players with the GM's permission.
"The men and women known as Sin Hunters are a tragically horrid and terrifying lot. They'll slay you for even the tiniest slight against the Light, imagined or not, unwittingly doing the work of the Darkness while singing the praises of good the entire time."
Wormwood is a planet where every day is a struggle to survive terrible evil and horrors that are beyond imagination. On such a world, a person is lucky to get away with death after confronting such terrors; at worst they lose their minds or even their souls, driven mad by an evil that burns away their sanity like kindling upon a raging bonfire. Of the latter, few will recover fully and even fewer will be able to regain their former strength of will. However, among those whose fragile sanity has been shattered by the Host and their minions, there are some that have turned their mental collapse into a strength (after a fashion) and used it as a tool with which to start their lives anew.
For such individuals, the scars to their psyche have been turned inwards, outwards and back again until the person and his insanity become one entity, inseparable in their definition. When such a rare event occurs, a new Sin Hunter is born. Though each story is different, each of these people claim to have heard a voice(s) that tells them to go out into the world and destroy the sins of man as the first step to purging the planet of the Host. Culling the sins of man, say these voices, will allow the full strength of the Light to shine forth and shatter the darkness and it is only the weakness of man's hearts and sins that have kept it from doing so already. This belief turns the newly created Sin Hunter into a fanatic, devoted to the standards and ideals (both reasoned and imagined) of the Light. Finding purpose in their madness, the Sin Hunters travel Wormwood purging "heretics" in order to strengthen the Light.
Generally Sin Hunters retain some notion of scale when it comes to judging the sins of others, thus allowing for an penance, but many still see sins as non-relative and punishable by death no matter how minor the sin might seem. These extremists are very dangerous and are as likely to kill a "heretic" (essentially anyone) for something as trivial as cursing as they are to slay a mass murderer. If someone were to point out that the killing of heretics was itself a sin, the Sin Hunter's reaction would vary depending upon his level of fanaticism; some would judge that person to merely be naive about the Light's purging crusade while others of the more fanatical persuasion would see such a notion as an indication of ignorance and sin and cull that person simply for speaking so.
As anyone can see, the Sin Hunters are a crazed and grievous lot that has lost all perspective on reality. While their actions can benefit mankind - such as when they fight the forces of the Host - more often they only serve to destroy innocents or would-be allies of the Light. These obsessed zealots pursue sinners, believing that the sins performed by themselves while on their holy mission are permissible in the search of a greater good but will have to be reckoned for come the final battle against darkness. Because of this fatalistic, self-reproachful viewpoint, almost all Sin Hunters think nothing of sacrificing themselves or others in the fight against darkness. After all, even the evils of Sin Hunters must be accounted for at some point.
Because of their actions and fanatical beliefs, society tends to cringe and avoid these beings, especially those few that have gained reputations of infamy or positions of power within the Cathedral's hierarchy. Thanks to the strong personality traits necessitated by their life’s mission, Sin Hunters rarely travel within groups and then usually only in pairs; their attitudes and opinions often clash with those of their brethren, leading to heated theological debates and sometimes violence.
Sin Hunters and the Inquisition
By guile and by trickery, several Sin Hunters have found their ways into the clutches of the secret Cathedral organization known as "the Inquisition" (see notes elsewhere). Almost all Sin Hunters that perform the will of the Inquisition do it unwittingly, thinking themselves to simply be following the advice or rumors given to them by a helpful priest, peasant or similar stranger. Unknown to the Sin Hunter, these people are actually agents of the Inquisition that have been given orders to "helpfully" give the Sin Hunter information that seems to be in the Hunter's best interest but in fact serves the goals of the Inquisition.
Still, there are those Sin Hunters that have been made aware of the Inquisition and brought into its fold as an acknowledged agent. In return for his or her services, the Sin Hunter is given limited access to the organization's resources, including animals, weapons, arcana, intelligence, and so on.
Obviously these few Sin Hunters would not work for the Inquisition were they to learn of the organization's true goals of power and control, requiring that the Inquisition create masking magic to hide their sins and purposes against the former’s extraordinary senses. Because these magic are not perfect, the leaders of the Inquisition will only deal with Sin Hunters through a third party so that any discovered duplicity can be blamed on the agent without leaving proof of any involvement from the higher ranks.
Players Becoming a Sin Hunter
A player character that has gone through the horrible, soul-wrenching experiences needed to drive one's sanity into the darkest corners of his soul, then such a character may become a Sin Hunter if the GM will allow it. Any such character gains the abilities of the Sin Hunter while losing the powers and skills of his former O.C.C.
1. Alignment: Any, but the majority are of selfish alignment; though they believe they are following the gospel and purpose of the Light their actions are often evil, forcing most Sin Hunters to exist within this gray realm of morality. Approximately 2% are principled, 5% scrupulous, 65% selfish, and 28% evil.
2. Sin Reflection: This unique ability allows the Sin Hunter to extend the power of his insane soul outwards, directing it into that of other beings. This turns the sins and evils of the targeted being against it, hopefully concentrating all of the vileness of its soul inwards and magnifying it through the pureness of the Light. If successful, not even the most evil of beings can stand against such a concentration of evil. To the target, it feels as though a gaping vacuum of darkness has opened within the core of its spirit, forcing them to realize the depths of the loss within their own existence. Only creatures with no soul at all are immune (e.g. true demons, deevils, golems or animated undead).
To use the power, the Sin Hunter directs his reflective ability outwards at the target(s). If the target has no soul and/or mind to affect, nothing happens at this point. However, if a soul does exist in the target then it will begin to feel the darkness of its own deeds begin to turn against it.
The strength of the target's mind and soul enter into a battle of conscience with the Sin Hunter's will. In order to determine who is the winner, the target must save vs insanity (12 or lower), with all bonuses applicable. For additional bonuses and penalties, see the following table. These penalties are applied based on the comparative purity of the souls (alignment) of both the Target and Sin Hunter.
Modifier By ... Target’s Alignment Sin Hunter’s Alignment
Principled +3 -2
Scrupulous +2 -1
Unprincipled +1 0
Anarchist -1 +1
Aberrant -2 +1
Miscreant -3 +2
Diabolic -4 +2
This roll is further modified by a penalty of -1 to the target's roll for every 5 points of M.E. and every 3 levels of experience possessed by the Sin Hunter (i.e., 3rd, 6th, 9th, etc).
Example: An anarchist aligned target with a bonus to save vs insanity of +5 tries to resist the Sin Reflection ability of a 6th level, scrupulous Sin Hunter with an M.E. of 20. The target must modify his roll while trying to resist. Here is how it is calculated: +5 (target's bonus vs insanity) -1 (target's alignment) -1 (Sin Hunter's alignment) -4 (Sin Hunter M.E. divided by 5) -2 (6th level Sin Hunter) = -3. The target rolls a 14, which normally would have passed, but with the penalty of -3 his roll becomes an 11, a failure. The target succumbs to the effects of the Sin Reflection attack.
Effect: A failed save results in a loss of half of the target’s attacks and he is now -5 to strike, parry, dodge, roll and initiative and is -40% to all skill rolls. If the target attempts a violent action while under the crushing weight of his own sins, these penalties, except the reduction of attacks per melee, are doubled during such sinful actions.
The effects of this stun can possibly last for as many melees as the Sin Hunter has levels. However, in the melee(s) following that of the initial stunning, the target can attempt to shake off the stun and recover by rolling another save vs insanity. Such an attempt uses up 1 attack/action and can only be attempted once per melee but not until the melee following that of the initial stun. This attempt to recover from the effects of one's own evil suffers a further penalty in addition to the original penalties of -1 for each previous attempt that failed (including the initial failure).
Example: In the case of the example above, the target will be affected by the stun for 6 melee rounds all told. In the second melee round the target's penalty is now -4 (the original -3 with an additional -1 for the first failure). If this roll fails, the target can try to save again in the third round but this time the penalty is -5.
Number of Targets: One at first level, plus one more at levels 2, 5, 7, 9, 12 and 15.
Range: At first level by touch only, but up to 10 feet (3 m) away per each level afterwards. Requires line of sight.
Duration: Possibly as many melee rounds as the Sin Hunter’s experience levels. Concentration is not required to maintain this ability.
P.P.E. Cost: 15 plus 5 for each target beyond the first.
3. Detect Sins: With this power, the Sin Hunter can sense living sentients around him by detecting the sins that mar their souls; the more evil the person, the easier they can be detected. A successful sin detection also grants knowledge of the general severity of sin of any sentients in the area of affect of this ability.
The chance of a person being detected, based on such factors as their alignment and current actions follows. The effects of a target's actions last 2D4 minutes after the act or until succeeded by another act that is even more sinful than the first. For instance a scrupulous man that has just given money to a beggar imposes a total -20% penalty to be detected but a minute later gets into a fight, which then cancels out the effect of the good deed, now giving the Sin Hunter a +5% bonus to detect him which then becomes -5% for being scrupulous. In this fight, the man unintentionally kills his opponent, canceling out the -5% and replacing it with an increase of +20% which is then reduced to +10% due to alignment.
The target's alignment is:
Principled: -15%
Scrupulous: -10%
Unprincipled: -5%
Anarchist: +5%
Aberrant: +10%
Miscreant: +20%
Diabolic: +25%
The target is currently involved in a sinful act:
Minor moral sin (e.g. lying; pre-marital sex): +3%
Medium moral sin (e.g. theft; fraud): +7%
Major moral sin (e.g. adultery, conspiracy): +15%
Ultimate moral sin (e.g. treason/conspiracy against the Light): +20%
Minor violent sin (e.g. fistfight): +5%
Medium violent sin (e.g. assault with weapon but no death): +10%
Major violent sin (e.g. killing/murder): +20%
Ultimate violent sin (e.g. mass killing/murder): +25%
The target is currently involved in a good act:
Minor deed (e.g. helping someone that is lost): -5%
Medium deed (e.g. donating to the needy): -10%
Major deed (e.g. risking your life for another): -15%
Ultimate deed (e.g. intention to sacrifice your life for another): -20%
Base chance of detection: 25% +5% per level of experience.
Area of Affect: 25 foot (7.6 m) radius per level of experience.
P.P.E. Cost: 3
Each attempt to detect sins uses up one attack. After sins have been successfully detected, a second roll can be attempted (at the cost of a further attack but no extra P.P.E.) in order to determine the approximate distance - within 10 feet (3 m) or so - and direction of any detected sinners with a -15% penalty.
Example: Our 6th level Sin Hunter attempts to track a killer (miscreant and has just killed a person 2 minutes ago) by following his sins. His pursuit has lead him into the slums of Worldgate. Using his Detect Sins ability, he needs to roll a 90% or less (25% +25% for the Sin Hunter's level of experience +20% for being miscreant and +20% for having just killed) to be successful.
The Sin Hunter rolls a 23, a low enough roll that the one he is tracking as well as many other, lesser sinners within Worldgate's crowded streets and the 300 foot ( m) radius of his ability are detected as well. Concentrating on the strongest detected sinner, the Sin Hunter rolls again to try and determine where the killer is, this time needing a roll of 75% or less (the original 90% -15% for trying to determine approximate distance and direction). Rolling a success with a 56, the Sin Hunter believes his prey has entered the nearby market and pursues him.
4. Fanatical Faith: The shear strength of the Sin Hunter's faith in the Light and his mission allows him to continue to act through all manner of pain and suffering. When a non-Sin Hunter reaches zero hit points, he goes into a coma but a Sin Hunter's zealotry allows him to remain conscious and acting. The base chance of remaining conscious is 40% +2% per level of experience beyond the first. For each hit point of damage below zero the character has suffered this chance is reduced by 2% (for example, -2% for being at -1 hit points, -6% for -3 hit points, etc.). This roll must be repeated every melee round that the hit points remain below zero and a failure at any time causes the Sin Hunter to lapse into a coma, as normal.
Just like a non-Sin Hunter, the consequences for surpassing his P.E. attribute by the number of negative hit points he suffers results in death.
5. P.P.E.: Permanent Base: 1D4x10, plus an additional 1D4+1 P.P.E. per level of experience. Additional mystic energy can be drawn from crystals. Unlike practitioners of magic, they cannot draw additional energy from other beings, except in blood sacrifice, and there are no ley lines. P.P.E. is normally restored at a rate of four points for every hour of rest.
6. +20 M.D.C. (S.D.C. in non-magic rich worlds); remember that all native humans of Wormwood have adapted to the energies of the Living Planet and are mega-damage creatures in P.P.E. rich environments such as Wormwood and Rifts Earth. Roll 1D6 per each level of experience to determine the M.D.C./hit points.
7. Impervious to Horror Factor: Like the Apok, the Sin Hunter has stared into the face of evil and so it no longer holds any terror for him; he automatically succeeds at all saves vs horror factor.
8. O.C.C. Bonuses: +4 to save vs supernatural and psionic possession, +1 to save vs magic, +1D6 to M.E., +15% to save vs coma/death.
Attribute Requirements: None but reduce skill bonuses by half if the character's I.Q. is six or less.
O.C.C. Skills:
Lore: Monsters & Demons (+15%)
Language: American (98%)
Language of choice (+10%)
Tracking (+15%)
Select one physical skill
Select one piloting skill
W.P.: Select three of choice.
Hand to Hand Basic
The basic combat skill can be increased to expert at the cost of one "other" skill or conventional martial arts (or assassin if an evil alignment) at the cost of two.
O.C.C. Related Skills
Select six other skills, plus one additional at levels two, five, eight, eleven, and fifteen.
Communications: Any
Cowboy:
Domestic: Any
Electrical: None
Espionage: Assassination, Intelligence, Detect Ambush, Detect Concealment and Torture Methods only (all +15%)
Mechanical: None
Medical: First Aid only
Military: Trap/Mine Detection, Trap Construction and Camouflage only
Physical: Any except acrobatics.
Pilot: Any.
Pilot Related: None
Rogue: Concealment, Bartering, Palming, Streetwise and Use & Recognize Poison only (+10%)
Science: Any
Technical: Any (+5%)
W.P.: Any
Wilderness: Any
Secondary Skills: The character also gets to select 4 secondary skills from those listed. These are additional areas of knowledge that do not get the advantage of the bonus listed in the parentheses (). All secondary skills start at the base skill level.
Standard Equipment: Several suits of clothing, a pair of boots, a cloak, sleeping bag, blanket, 1D6 small pouches, one large sack, backpack or saddlebag, utility belt, 50 feet (15.2 m) of rope (made from angel hair), and 1D4 weeks of food rations.
Weapons: A silver-plated weapon and three additional weapons of choice, one of which may be magical.
Magic Items: None
Armor: Most Sin Hunters prefer light armor such as resin chain mail (40 M.D.C., no prowl penalty) or scale mail (60 M.D.C., -10% prowl penalty).
Transportation: Most Sin Hunters travel by foot (a penance for the sins of others) but a few will use motorcycles or other light means of transportation
Money: Not applicable. Sin Hunters keep only the bare amount of valuables required for them to survive and perform their mission, no more.
Cybernetics: Starts with none and will generally tend to avoid them.
Symbiotes: Those symbiotes not tainted by the evil of the Host are seen as creations of the Light, granted unto its servants through the Living Planet and so they are used depending upon the tastes of the individual Sin Hunter.
Experience: Use the same experience table as the Monk O.C.C.
Note: This O.C.C. is meant to be played as an NPC but may be used by players with the GM's permission.
"The men and women known as Sin Hunters are a tragically horrid and terrifying lot. They'll slay you for even the tiniest slight against the Light, imagined or not, unwittingly doing the work of the Darkness while singing the praises of good the entire time."
Wormwood is a planet where every day is a struggle to survive terrible evil and horrors that are beyond imagination. On such a world, a person is lucky to get away with death after confronting such terrors; at worst they lose their minds or even their souls, driven mad by an evil that burns away their sanity like kindling upon a raging bonfire. Of the latter, few will recover fully and even fewer will be able to regain their former strength of will. However, among those whose fragile sanity has been shattered by the Host and their minions, there are some that have turned their mental collapse into a strength (after a fashion) and used it as a tool with which to start their lives anew.
For such individuals, the scars to their psyche have been turned inwards, outwards and back again until the person and his insanity become one entity, inseparable in their definition. When such a rare event occurs, a new Sin Hunter is born. Though each story is different, each of these people claim to have heard a voice(s) that tells them to go out into the world and destroy the sins of man as the first step to purging the planet of the Host. Culling the sins of man, say these voices, will allow the full strength of the Light to shine forth and shatter the darkness and it is only the weakness of man's hearts and sins that have kept it from doing so already. This belief turns the newly created Sin Hunter into a fanatic, devoted to the standards and ideals (both reasoned and imagined) of the Light. Finding purpose in their madness, the Sin Hunters travel Wormwood purging "heretics" in order to strengthen the Light.
Generally Sin Hunters retain some notion of scale when it comes to judging the sins of others, thus allowing for an penance, but many still see sins as non-relative and punishable by death no matter how minor the sin might seem. These extremists are very dangerous and are as likely to kill a "heretic" (essentially anyone) for something as trivial as cursing as they are to slay a mass murderer. If someone were to point out that the killing of heretics was itself a sin, the Sin Hunter's reaction would vary depending upon his level of fanaticism; some would judge that person to merely be naive about the Light's purging crusade while others of the more fanatical persuasion would see such a notion as an indication of ignorance and sin and cull that person simply for speaking so.
As anyone can see, the Sin Hunters are a crazed and grievous lot that has lost all perspective on reality. While their actions can benefit mankind - such as when they fight the forces of the Host - more often they only serve to destroy innocents or would-be allies of the Light. These obsessed zealots pursue sinners, believing that the sins performed by themselves while on their holy mission are permissible in the search of a greater good but will have to be reckoned for come the final battle against darkness. Because of this fatalistic, self-reproachful viewpoint, almost all Sin Hunters think nothing of sacrificing themselves or others in the fight against darkness. After all, even the evils of Sin Hunters must be accounted for at some point.
Because of their actions and fanatical beliefs, society tends to cringe and avoid these beings, especially those few that have gained reputations of infamy or positions of power within the Cathedral's hierarchy. Thanks to the strong personality traits necessitated by their life’s mission, Sin Hunters rarely travel within groups and then usually only in pairs; their attitudes and opinions often clash with those of their brethren, leading to heated theological debates and sometimes violence.
Sin Hunters and the Inquisition
By guile and by trickery, several Sin Hunters have found their ways into the clutches of the secret Cathedral organization known as "the Inquisition" (see notes elsewhere). Almost all Sin Hunters that perform the will of the Inquisition do it unwittingly, thinking themselves to simply be following the advice or rumors given to them by a helpful priest, peasant or similar stranger. Unknown to the Sin Hunter, these people are actually agents of the Inquisition that have been given orders to "helpfully" give the Sin Hunter information that seems to be in the Hunter's best interest but in fact serves the goals of the Inquisition.
Still, there are those Sin Hunters that have been made aware of the Inquisition and brought into its fold as an acknowledged agent. In return for his or her services, the Sin Hunter is given limited access to the organization's resources, including animals, weapons, arcana, intelligence, and so on.
Obviously these few Sin Hunters would not work for the Inquisition were they to learn of the organization's true goals of power and control, requiring that the Inquisition create masking magic to hide their sins and purposes against the former’s extraordinary senses. Because these magic are not perfect, the leaders of the Inquisition will only deal with Sin Hunters through a third party so that any discovered duplicity can be blamed on the agent without leaving proof of any involvement from the higher ranks.
Players Becoming a Sin Hunter
A player character that has gone through the horrible, soul-wrenching experiences needed to drive one's sanity into the darkest corners of his soul, then such a character may become a Sin Hunter if the GM will allow it. Any such character gains the abilities of the Sin Hunter while losing the powers and skills of his former O.C.C.
1. Alignment: Any, but the majority are of selfish alignment; though they believe they are following the gospel and purpose of the Light their actions are often evil, forcing most Sin Hunters to exist within this gray realm of morality. Approximately 2% are principled, 5% scrupulous, 65% selfish, and 28% evil.
2. Sin Reflection: This unique ability allows the Sin Hunter to extend the power of his insane soul outwards, directing it into that of other beings. This turns the sins and evils of the targeted being against it, hopefully concentrating all of the vileness of its soul inwards and magnifying it through the pureness of the Light. If successful, not even the most evil of beings can stand against such a concentration of evil. To the target, it feels as though a gaping vacuum of darkness has opened within the core of its spirit, forcing them to realize the depths of the loss within their own existence. Only creatures with no soul at all are immune (e.g. true demons, deevils, golems or animated undead).
To use the power, the Sin Hunter directs his reflective ability outwards at the target(s). If the target has no soul and/or mind to affect, nothing happens at this point. However, if a soul does exist in the target then it will begin to feel the darkness of its own deeds begin to turn against it.
The strength of the target's mind and soul enter into a battle of conscience with the Sin Hunter's will. In order to determine who is the winner, the target must save vs insanity (12 or lower), with all bonuses applicable. For additional bonuses and penalties, see the following table. These penalties are applied based on the comparative purity of the souls (alignment) of both the Target and Sin Hunter.
Modifier By ... Target’s Alignment Sin Hunter’s Alignment
Principled +3 -2
Scrupulous +2 -1
Unprincipled +1 0
Anarchist -1 +1
Aberrant -2 +1
Miscreant -3 +2
Diabolic -4 +2
This roll is further modified by a penalty of -1 to the target's roll for every 5 points of M.E. and every 3 levels of experience possessed by the Sin Hunter (i.e., 3rd, 6th, 9th, etc).
Example: An anarchist aligned target with a bonus to save vs insanity of +5 tries to resist the Sin Reflection ability of a 6th level, scrupulous Sin Hunter with an M.E. of 20. The target must modify his roll while trying to resist. Here is how it is calculated: +5 (target's bonus vs insanity) -1 (target's alignment) -1 (Sin Hunter's alignment) -4 (Sin Hunter M.E. divided by 5) -2 (6th level Sin Hunter) = -3. The target rolls a 14, which normally would have passed, but with the penalty of -3 his roll becomes an 11, a failure. The target succumbs to the effects of the Sin Reflection attack.
Effect: A failed save results in a loss of half of the target’s attacks and he is now -5 to strike, parry, dodge, roll and initiative and is -40% to all skill rolls. If the target attempts a violent action while under the crushing weight of his own sins, these penalties, except the reduction of attacks per melee, are doubled during such sinful actions.
The effects of this stun can possibly last for as many melees as the Sin Hunter has levels. However, in the melee(s) following that of the initial stunning, the target can attempt to shake off the stun and recover by rolling another save vs insanity. Such an attempt uses up 1 attack/action and can only be attempted once per melee but not until the melee following that of the initial stun. This attempt to recover from the effects of one's own evil suffers a further penalty in addition to the original penalties of -1 for each previous attempt that failed (including the initial failure).
Example: In the case of the example above, the target will be affected by the stun for 6 melee rounds all told. In the second melee round the target's penalty is now -4 (the original -3 with an additional -1 for the first failure). If this roll fails, the target can try to save again in the third round but this time the penalty is -5.
Number of Targets: One at first level, plus one more at levels 2, 5, 7, 9, 12 and 15.
Range: At first level by touch only, but up to 10 feet (3 m) away per each level afterwards. Requires line of sight.
Duration: Possibly as many melee rounds as the Sin Hunter’s experience levels. Concentration is not required to maintain this ability.
P.P.E. Cost: 15 plus 5 for each target beyond the first.
3. Detect Sins: With this power, the Sin Hunter can sense living sentients around him by detecting the sins that mar their souls; the more evil the person, the easier they can be detected. A successful sin detection also grants knowledge of the general severity of sin of any sentients in the area of affect of this ability.
The chance of a person being detected, based on such factors as their alignment and current actions follows. The effects of a target's actions last 2D4 minutes after the act or until succeeded by another act that is even more sinful than the first. For instance a scrupulous man that has just given money to a beggar imposes a total -20% penalty to be detected but a minute later gets into a fight, which then cancels out the effect of the good deed, now giving the Sin Hunter a +5% bonus to detect him which then becomes -5% for being scrupulous. In this fight, the man unintentionally kills his opponent, canceling out the -5% and replacing it with an increase of +20% which is then reduced to +10% due to alignment.
The target's alignment is:
Principled: -15%
Scrupulous: -10%
Unprincipled: -5%
Anarchist: +5%
Aberrant: +10%
Miscreant: +20%
Diabolic: +25%
The target is currently involved in a sinful act:
Minor moral sin (e.g. lying; pre-marital sex): +3%
Medium moral sin (e.g. theft; fraud): +7%
Major moral sin (e.g. adultery, conspiracy): +15%
Ultimate moral sin (e.g. treason/conspiracy against the Light): +20%
Minor violent sin (e.g. fistfight): +5%
Medium violent sin (e.g. assault with weapon but no death): +10%
Major violent sin (e.g. killing/murder): +20%
Ultimate violent sin (e.g. mass killing/murder): +25%
The target is currently involved in a good act:
Minor deed (e.g. helping someone that is lost): -5%
Medium deed (e.g. donating to the needy): -10%
Major deed (e.g. risking your life for another): -15%
Ultimate deed (e.g. intention to sacrifice your life for another): -20%
Base chance of detection: 25% +5% per level of experience.
Area of Affect: 25 foot (7.6 m) radius per level of experience.
P.P.E. Cost: 3
Each attempt to detect sins uses up one attack. After sins have been successfully detected, a second roll can be attempted (at the cost of a further attack but no extra P.P.E.) in order to determine the approximate distance - within 10 feet (3 m) or so - and direction of any detected sinners with a -15% penalty.
Example: Our 6th level Sin Hunter attempts to track a killer (miscreant and has just killed a person 2 minutes ago) by following his sins. His pursuit has lead him into the slums of Worldgate. Using his Detect Sins ability, he needs to roll a 90% or less (25% +25% for the Sin Hunter's level of experience +20% for being miscreant and +20% for having just killed) to be successful.
The Sin Hunter rolls a 23, a low enough roll that the one he is tracking as well as many other, lesser sinners within Worldgate's crowded streets and the 300 foot ( m) radius of his ability are detected as well. Concentrating on the strongest detected sinner, the Sin Hunter rolls again to try and determine where the killer is, this time needing a roll of 75% or less (the original 90% -15% for trying to determine approximate distance and direction). Rolling a success with a 56, the Sin Hunter believes his prey has entered the nearby market and pursues him.
4. Fanatical Faith: The shear strength of the Sin Hunter's faith in the Light and his mission allows him to continue to act through all manner of pain and suffering. When a non-Sin Hunter reaches zero hit points, he goes into a coma but a Sin Hunter's zealotry allows him to remain conscious and acting. The base chance of remaining conscious is 40% +2% per level of experience beyond the first. For each hit point of damage below zero the character has suffered this chance is reduced by 2% (for example, -2% for being at -1 hit points, -6% for -3 hit points, etc.). This roll must be repeated every melee round that the hit points remain below zero and a failure at any time causes the Sin Hunter to lapse into a coma, as normal.
Just like a non-Sin Hunter, the consequences for surpassing his P.E. attribute by the number of negative hit points he suffers results in death.
5. P.P.E.: Permanent Base: 1D4x10, plus an additional 1D4+1 P.P.E. per level of experience. Additional mystic energy can be drawn from crystals. Unlike practitioners of magic, they cannot draw additional energy from other beings, except in blood sacrifice, and there are no ley lines. P.P.E. is normally restored at a rate of four points for every hour of rest.
6. +20 M.D.C. (S.D.C. in non-magic rich worlds); remember that all native humans of Wormwood have adapted to the energies of the Living Planet and are mega-damage creatures in P.P.E. rich environments such as Wormwood and Rifts Earth. Roll 1D6 per each level of experience to determine the M.D.C./hit points.
7. Impervious to Horror Factor: Like the Apok, the Sin Hunter has stared into the face of evil and so it no longer holds any terror for him; he automatically succeeds at all saves vs horror factor.
8. O.C.C. Bonuses: +4 to save vs supernatural and psionic possession, +1 to save vs magic, +1D6 to M.E., +15% to save vs coma/death.
Attribute Requirements: None but reduce skill bonuses by half if the character's I.Q. is six or less.
O.C.C. Skills:
Lore: Monsters & Demons (+15%)
Language: American (98%)
Language of choice (+10%)
Tracking (+15%)
Select one physical skill
Select one piloting skill
W.P.: Select three of choice.
Hand to Hand Basic
The basic combat skill can be increased to expert at the cost of one "other" skill or conventional martial arts (or assassin if an evil alignment) at the cost of two.
O.C.C. Related Skills
Select six other skills, plus one additional at levels two, five, eight, eleven, and fifteen.
Communications: Any
Cowboy:
Domestic: Any
Electrical: None
Espionage: Assassination, Intelligence, Detect Ambush, Detect Concealment and Torture Methods only (all +15%)
Mechanical: None
Medical: First Aid only
Military: Trap/Mine Detection, Trap Construction and Camouflage only
Physical: Any except acrobatics.
Pilot: Any.
Pilot Related: None
Rogue: Concealment, Bartering, Palming, Streetwise and Use & Recognize Poison only (+10%)
Science: Any
Technical: Any (+5%)
W.P.: Any
Wilderness: Any
Secondary Skills: The character also gets to select 4 secondary skills from those listed. These are additional areas of knowledge that do not get the advantage of the bonus listed in the parentheses (). All secondary skills start at the base skill level.
Standard Equipment: Several suits of clothing, a pair of boots, a cloak, sleeping bag, blanket, 1D6 small pouches, one large sack, backpack or saddlebag, utility belt, 50 feet (15.2 m) of rope (made from angel hair), and 1D4 weeks of food rations.
Weapons: A silver-plated weapon and three additional weapons of choice, one of which may be magical.
Magic Items: None
Armor: Most Sin Hunters prefer light armor such as resin chain mail (40 M.D.C., no prowl penalty) or scale mail (60 M.D.C., -10% prowl penalty).
Transportation: Most Sin Hunters travel by foot (a penance for the sins of others) but a few will use motorcycles or other light means of transportation
Money: Not applicable. Sin Hunters keep only the bare amount of valuables required for them to survive and perform their mission, no more.
Cybernetics: Starts with none and will generally tend to avoid them.
Symbiotes: Those symbiotes not tainted by the evil of the Host are seen as creations of the Light, granted unto its servants through the Living Planet and so they are used depending upon the tastes of the individual Sin Hunter.
Experience: Use the same experience table as the Monk O.C.C.
- Steve Conan Trustrum
- Dungeon Crawler
- Posts: 205
- Joined: Sat Sep 30, 2000 1:01 am
- Location: Toronto, On. Canada
- Contact:
Wormwood Dragon (Wyrm) R.C.C.
The Wormwood Dragon, or Wyrm as they prefer to be called, are immigrants who came to the planet well over ten millennia ago, long before the coming of the Host. They are the descendants of the many dragon species that had traveled to and made Wormwood their home but after such a long exposure to the magic rich environment, these powerful creatures rapidly evolved to better suit their new home. Just how this drastic change came to be has never been discovered by a non-dragon and the Wyrms themselves view the topic as off limits to outsiders. Since the change was completed those many thousands of years ago, the race now recognized as Wyrms differ greatly from any other species of dragon known throughout the Megaverse.
Now truly creatures of Wormwood, many of the powers and abilities of their other-dimensional brethren have been altered and adapted to better suit the life of the Wyrm. For instance, all psionic powers have disappeared from the race, all but useless in their diluted forms. To compensate, an ability to communicate with the planet in several ways has developed, creating a symbiosis between the Living Planet and dragon.
As for the role that this particular group of dragons have chosen for themselves on Wormwood, the average Wyrm prefers to live in solitude in the barrens, mountains or similar place that is far from the prying eyes of men and demon alike. Traditionally, Wyrms are great scholars and historians, preferring a book or quiet debate with a worthy colleague over participating in the conflict of the outside world. To this end, the libraries of the Wyrms are much sought by servants of the Light and Darkness as storehouses of mystical knowledge and artifacts to be used against their enemies. Still, there are Wyrms that, like their brethren on other worlds, prefer to participate in the world around them, choosing to either help or hinder their neighbors despite being contrary to the communal will of their kind. Whether such rogue Wyrms choose to covertly join the ranks of human heroes or help the forces of evil, each will stick by the choice that it has made.
Due to the extreme bleak and unbroken nature of Wormwood's surface, the Wyrms have gained a fine appreciation for art and aesthetically pleasing architecture to compensate for the drabness that surrounds them. Many Wormwood dragons spend great periods of their long lives devoted to creating great works of art (in their eyes at least) and to altering and carving out intricately decorated lairs. Great portions of these lairs are usually dedicated to caches of such art.
Along with all other changes that the Wyrms have taken upon themselves, perhaps the most obvious is that of their appearance. Smaller and more agile than most other species, the Wyrm appears as a slender, though well muscled, dragon of purest black. Two powerful, bat-like wings sprout from its back, running through with blood red veins and capillaries. Down its jutting spine runs evenly spaced spikes that continue all the way to the tip of its winding tail. Perhaps the most striking change is that of their eyes; lacking the serpentine appearance of their kin, the eyes of a Wyrm are smooth orb of red, lacking an iris or any other feature. This alone is perhaps enough to make the Wormwood dragon far more frightening to behold than any of its brethren. No matter the original species of the Wyrm, all of this newly (relatively speaking) created species of dragon now look like this.
All statistics in parenthesis () are for adult Wyrms while the others are for hatchlings.
1. Merge Hibernation: Sharing a certain level of symbioses with the Living Planet, all Wyrms can merge with Wormwood, disappearing into its surface without a trace. While merged, the Wyrm is sustained by the planet itself and enters a state of hibernation that allows them to regenerate lost M.D.C. at double the normal rate and slows their aging to effectively one year for every five that actually passes. Using the communion prayer "Create an Opening" on the place where a Wyrm has merged with the planet will awaken the dragon and cause it to be displaced to the surface.
By means of this ability, it is believed by other Wyrms and several scholars that have spent great amounts of time studying these dragons that several powerful Wyrms, possibly from among the first, are still hibernating in hidden locals across Wormwood. Having slept for centuries, even millennia, it is hoped that these Wormwood dragons will awaken soon and lend mankind assistance against the Host and its minions. Still other Wyrms have been known to have entered hibernation after the invasion, selfishly hoping to wait out the war and awaken when it has passed.
2. Camouflage: By communicating its desire to the Living Planet to become concealed, a Wyrm can cause its scales and flesh to alter its appearance to match that of the natural landscape around it. This ability only allows the Wyrm to alter its coloring to that of an aspect of the planet itself, not to objects such as planets or machinery that are not a part of Wormwood. The effects of this ability are equal to that of the spell "Chameleon" (Rifts Main Book, page 169) except it costs no P.P.E. to perform, requiring a full melee of concentration instead while the request for concealment is given to the planet.
3. Communion With Wormwood
Create Wall
Create Stairs
Life Fuel
Mold Structures
Summon Edible Grubs
Summon & Use Stones & Crystals
Summon & Use Spirits of Wormwood
Summon Wind
Alignment: Any, but are typically anarchist.
Attributes: I.Q. 4D6 (1D8+16), M.A. 5D6 (3D6+18), M.E. 4D6 (1D6+18), P.S. 4D6 (2D6+18), P.P. 5D6 (2D6+18), P.E. 4D6 (2D6+12), P.B. 4D6 (2D6+12), Spd. 6D6 for both running and flying (2D6x10 running or 2D6x100+100 while flying). Both P.S. and P.E. are supernatural.
M.D.C.: 1D4x100 (1D4x1000+100)
Horror Factor: 10 (18)
P.P.E.: 2D4x10 (2D4x100)
Natural Abilities: Nightvision (100 feet/30.5 m; can see in total darkness), excellent color vision, See the Invisible, bio-regenerate 1D4x10 M.D. per minute, resistant to cold and fire (does half damage, including M.D. magic fire and plasma energy), Teleport Self: 24% +2% per level, Metamorphosis at Will (lasts up to 2 hours per level of experience).
Further Abilities at Adulthood: All those previously mentioned plus the following; Teleport Self: 90%, Metamorphosis at Will (lasts for an indefinite period, days, weeks, months; human or animal form).
Combat: Equal to Hand to Hand Basic; +1 melee attack (8 physical attacks per melee, or three by magic spell).
Damage (Hatchling): Claws/punches do 2D4 M.D., restrained punch/claw does 3D6 S.D.C. plus P.S. bonus, power punch does 3D6 M.D. (counts as two attacks), bite does 1D4 M.D., kick or slashing tail attack 2D4 M.D.
Damage (Adult): Claw/punch does 2D6 M.D., restrained punch/claw does 5D6 S.D.C. plus P.S. bonus, power punch does 4D6+2 M.D. (counts as two attacks), bite does 2D6 M.D., kick or slashing tail attack 3D6 M.D.
Bonuses (Hatchling): Those from attributes plus the following; +2 to strike, +3 to parry and dodge, +2 to roll, +2 to initiative, +1 to all saving throws.
Bonuses (Adult): Those from attributes plus the following; +3 to strike, +5 to parry and dodge, +5 to pull punch, +5 to roll, +4 to initiative, +2 to all saving throws.
Magic Knowledge: A full understanding of magic but knows no spells yet. However, can intuitively use all types of techno-wizardry devices without instruction, can read magic, use scrolls, and recognizes magic circles and enchantment. Wyrms can also sense ley lines, nexus points (though neither exists on Wormwood) and other dragons; range: 15 miles. Note that this sensing ability cannot pinpoint specific locations, only nearness and general direction.
Spells (Hatchling): The Wyrm gains the ability to learn two spells per level of experience, starting at third level (without gaining two each for both the first and second levels of experience). Beyond that, the dragon can now learn spells by the regular means as well.
Spells (Adult): All spell magic from levels 1-7, plus Negate Magic, Oracle and Sanctum. The Wyrm is equal to a 1D4+7 level practitioner of magic. There is also a chance that the creature will know additional areas of magic. Roll on the following table.
01-35% No additional areas of magic knowledge.
36-55% 1D4+4 level techno-wizard. Select an additional four spells from each levels 8-13.
56-75% 1D4 level diabolist (Palladium Fantasy RPG).
76-90% 1D4 level shifter.
91-00% 1D4+1 level spatial mage (Rifter #3) or blood magic (Rifter #2) if evil.
Select three spells from each level of spatial/blood magic.
Psionics: None.
R.C.C. Skills (Hatchling): Read/Write & Speak Dragonese at 98% as well as with two additional languages. The hatchling Wyrm also knows basic math at 98% and 8 additional skills with only a bonus for a high I.Q. applicable. At fourth and eighth levels an additional four skills can be selected. Available skill categories are: Communication, Domestic, Military, Pilot, Pilot Related, Rogue, Technical, Weapon Proficiencies and Wilderness.
R.C.C. Skills (Adult): As above, plus is literate and speaks four other languages at 98%, knows advanced math at 98%, plus knows eight further skills from the following categories: Communication, Domestic, Espionage, Military, Pilot, Pilot Related, Rogue, Technical, Weapon Proficiencies and Wilderness. The average equivalent level of experience is 1D4+7, plus I.Q. bonus and a +10% skill bonus for selected skills (skill level should be the same as level of magic).
Habitat: Solitary places outside of the realms of man and demon. Only rogues live near or in human or demon society but all Wyrms prefer their lairs to be works of art.
Average Lifespan: 5,000 + years.
Enemies: Supernatural monsters and those who seek to gain the knowledge contained in their ancient libraries.
Allies: Those that serve their cause; typically other dragons, scholars and seekers of knowledge.
Size (Hatchling): As other hatchlings; 4 to 8 feet (1.22 to 2.44 m) tall, up to 15 feet (4.57 m) long and a wingspan of 25 to 30 feet (7.62 to 9.14 m). Weight is 5 to 7 tons.
Size (Adult): 12 to 25 feet (3.66 to 7.62 m) tall, up to 50 feet (15.2 m) long and a wingspan of 75 to 90 feet (22.86 to 27.43 m). Weight is 15 to 20 tons.
Cybernetics and Symbiotes: Wyrms tend to avoid both.
Experience: Wyrms use the same experience tables as other dragon species.
The Wormwood Dragon, or Wyrm as they prefer to be called, are immigrants who came to the planet well over ten millennia ago, long before the coming of the Host. They are the descendants of the many dragon species that had traveled to and made Wormwood their home but after such a long exposure to the magic rich environment, these powerful creatures rapidly evolved to better suit their new home. Just how this drastic change came to be has never been discovered by a non-dragon and the Wyrms themselves view the topic as off limits to outsiders. Since the change was completed those many thousands of years ago, the race now recognized as Wyrms differ greatly from any other species of dragon known throughout the Megaverse.
Now truly creatures of Wormwood, many of the powers and abilities of their other-dimensional brethren have been altered and adapted to better suit the life of the Wyrm. For instance, all psionic powers have disappeared from the race, all but useless in their diluted forms. To compensate, an ability to communicate with the planet in several ways has developed, creating a symbiosis between the Living Planet and dragon.
As for the role that this particular group of dragons have chosen for themselves on Wormwood, the average Wyrm prefers to live in solitude in the barrens, mountains or similar place that is far from the prying eyes of men and demon alike. Traditionally, Wyrms are great scholars and historians, preferring a book or quiet debate with a worthy colleague over participating in the conflict of the outside world. To this end, the libraries of the Wyrms are much sought by servants of the Light and Darkness as storehouses of mystical knowledge and artifacts to be used against their enemies. Still, there are Wyrms that, like their brethren on other worlds, prefer to participate in the world around them, choosing to either help or hinder their neighbors despite being contrary to the communal will of their kind. Whether such rogue Wyrms choose to covertly join the ranks of human heroes or help the forces of evil, each will stick by the choice that it has made.
Due to the extreme bleak and unbroken nature of Wormwood's surface, the Wyrms have gained a fine appreciation for art and aesthetically pleasing architecture to compensate for the drabness that surrounds them. Many Wormwood dragons spend great periods of their long lives devoted to creating great works of art (in their eyes at least) and to altering and carving out intricately decorated lairs. Great portions of these lairs are usually dedicated to caches of such art.
Along with all other changes that the Wyrms have taken upon themselves, perhaps the most obvious is that of their appearance. Smaller and more agile than most other species, the Wyrm appears as a slender, though well muscled, dragon of purest black. Two powerful, bat-like wings sprout from its back, running through with blood red veins and capillaries. Down its jutting spine runs evenly spaced spikes that continue all the way to the tip of its winding tail. Perhaps the most striking change is that of their eyes; lacking the serpentine appearance of their kin, the eyes of a Wyrm are smooth orb of red, lacking an iris or any other feature. This alone is perhaps enough to make the Wormwood dragon far more frightening to behold than any of its brethren. No matter the original species of the Wyrm, all of this newly (relatively speaking) created species of dragon now look like this.
All statistics in parenthesis () are for adult Wyrms while the others are for hatchlings.
1. Merge Hibernation: Sharing a certain level of symbioses with the Living Planet, all Wyrms can merge with Wormwood, disappearing into its surface without a trace. While merged, the Wyrm is sustained by the planet itself and enters a state of hibernation that allows them to regenerate lost M.D.C. at double the normal rate and slows their aging to effectively one year for every five that actually passes. Using the communion prayer "Create an Opening" on the place where a Wyrm has merged with the planet will awaken the dragon and cause it to be displaced to the surface.
By means of this ability, it is believed by other Wyrms and several scholars that have spent great amounts of time studying these dragons that several powerful Wyrms, possibly from among the first, are still hibernating in hidden locals across Wormwood. Having slept for centuries, even millennia, it is hoped that these Wormwood dragons will awaken soon and lend mankind assistance against the Host and its minions. Still other Wyrms have been known to have entered hibernation after the invasion, selfishly hoping to wait out the war and awaken when it has passed.
2. Camouflage: By communicating its desire to the Living Planet to become concealed, a Wyrm can cause its scales and flesh to alter its appearance to match that of the natural landscape around it. This ability only allows the Wyrm to alter its coloring to that of an aspect of the planet itself, not to objects such as planets or machinery that are not a part of Wormwood. The effects of this ability are equal to that of the spell "Chameleon" (Rifts Main Book, page 169) except it costs no P.P.E. to perform, requiring a full melee of concentration instead while the request for concealment is given to the planet.
3. Communion With Wormwood
Create Wall
Create Stairs
Life Fuel
Mold Structures
Summon Edible Grubs
Summon & Use Stones & Crystals
Summon & Use Spirits of Wormwood
Summon Wind
Alignment: Any, but are typically anarchist.
Attributes: I.Q. 4D6 (1D8+16), M.A. 5D6 (3D6+18), M.E. 4D6 (1D6+18), P.S. 4D6 (2D6+18), P.P. 5D6 (2D6+18), P.E. 4D6 (2D6+12), P.B. 4D6 (2D6+12), Spd. 6D6 for both running and flying (2D6x10 running or 2D6x100+100 while flying). Both P.S. and P.E. are supernatural.
M.D.C.: 1D4x100 (1D4x1000+100)
Horror Factor: 10 (18)
P.P.E.: 2D4x10 (2D4x100)
Natural Abilities: Nightvision (100 feet/30.5 m; can see in total darkness), excellent color vision, See the Invisible, bio-regenerate 1D4x10 M.D. per minute, resistant to cold and fire (does half damage, including M.D. magic fire and plasma energy), Teleport Self: 24% +2% per level, Metamorphosis at Will (lasts up to 2 hours per level of experience).
Further Abilities at Adulthood: All those previously mentioned plus the following; Teleport Self: 90%, Metamorphosis at Will (lasts for an indefinite period, days, weeks, months; human or animal form).
Combat: Equal to Hand to Hand Basic; +1 melee attack (8 physical attacks per melee, or three by magic spell).
Damage (Hatchling): Claws/punches do 2D4 M.D., restrained punch/claw does 3D6 S.D.C. plus P.S. bonus, power punch does 3D6 M.D. (counts as two attacks), bite does 1D4 M.D., kick or slashing tail attack 2D4 M.D.
Damage (Adult): Claw/punch does 2D6 M.D., restrained punch/claw does 5D6 S.D.C. plus P.S. bonus, power punch does 4D6+2 M.D. (counts as two attacks), bite does 2D6 M.D., kick or slashing tail attack 3D6 M.D.
Bonuses (Hatchling): Those from attributes plus the following; +2 to strike, +3 to parry and dodge, +2 to roll, +2 to initiative, +1 to all saving throws.
Bonuses (Adult): Those from attributes plus the following; +3 to strike, +5 to parry and dodge, +5 to pull punch, +5 to roll, +4 to initiative, +2 to all saving throws.
Magic Knowledge: A full understanding of magic but knows no spells yet. However, can intuitively use all types of techno-wizardry devices without instruction, can read magic, use scrolls, and recognizes magic circles and enchantment. Wyrms can also sense ley lines, nexus points (though neither exists on Wormwood) and other dragons; range: 15 miles. Note that this sensing ability cannot pinpoint specific locations, only nearness and general direction.
Spells (Hatchling): The Wyrm gains the ability to learn two spells per level of experience, starting at third level (without gaining two each for both the first and second levels of experience). Beyond that, the dragon can now learn spells by the regular means as well.
Spells (Adult): All spell magic from levels 1-7, plus Negate Magic, Oracle and Sanctum. The Wyrm is equal to a 1D4+7 level practitioner of magic. There is also a chance that the creature will know additional areas of magic. Roll on the following table.
01-35% No additional areas of magic knowledge.
36-55% 1D4+4 level techno-wizard. Select an additional four spells from each levels 8-13.
56-75% 1D4 level diabolist (Palladium Fantasy RPG).
76-90% 1D4 level shifter.
91-00% 1D4+1 level spatial mage (Rifter #3) or blood magic (Rifter #2) if evil.
Select three spells from each level of spatial/blood magic.
Psionics: None.
R.C.C. Skills (Hatchling): Read/Write & Speak Dragonese at 98% as well as with two additional languages. The hatchling Wyrm also knows basic math at 98% and 8 additional skills with only a bonus for a high I.Q. applicable. At fourth and eighth levels an additional four skills can be selected. Available skill categories are: Communication, Domestic, Military, Pilot, Pilot Related, Rogue, Technical, Weapon Proficiencies and Wilderness.
R.C.C. Skills (Adult): As above, plus is literate and speaks four other languages at 98%, knows advanced math at 98%, plus knows eight further skills from the following categories: Communication, Domestic, Espionage, Military, Pilot, Pilot Related, Rogue, Technical, Weapon Proficiencies and Wilderness. The average equivalent level of experience is 1D4+7, plus I.Q. bonus and a +10% skill bonus for selected skills (skill level should be the same as level of magic).
Habitat: Solitary places outside of the realms of man and demon. Only rogues live near or in human or demon society but all Wyrms prefer their lairs to be works of art.
Average Lifespan: 5,000 + years.
Enemies: Supernatural monsters and those who seek to gain the knowledge contained in their ancient libraries.
Allies: Those that serve their cause; typically other dragons, scholars and seekers of knowledge.
Size (Hatchling): As other hatchlings; 4 to 8 feet (1.22 to 2.44 m) tall, up to 15 feet (4.57 m) long and a wingspan of 25 to 30 feet (7.62 to 9.14 m). Weight is 5 to 7 tons.
Size (Adult): 12 to 25 feet (3.66 to 7.62 m) tall, up to 50 feet (15.2 m) long and a wingspan of 75 to 90 feet (22.86 to 27.43 m). Weight is 15 to 20 tons.
Cybernetics and Symbiotes: Wyrms tend to avoid both.
Experience: Wyrms use the same experience tables as other dragon species.
- Steve Conan Trustrum
- Dungeon Crawler
- Posts: 205
- Joined: Sat Sep 30, 2000 1:01 am
- Location: Toronto, On. Canada
- Contact:
- Steve Conan Trustrum
- Dungeon Crawler
- Posts: 205
- Joined: Sat Sep 30, 2000 1:01 am
- Location: Toronto, On. Canada
- Contact:
They actually work out pretty good in parties if you don't mind gamers playing off against each other -- I don't necessarily mean fighting, but a group where not everyone has to get along or fight for exactly the same ideals and goals. There have been some rather fun events that have happened in my games with Sin Hunters.MattBaby: Infidel wrote:Hot damn, the Sin Hunter rocks! I want to play one, and go all Punisher in a 15th century way on a bunch of demons and foul Heretics! Course they wouldn't make a good addition to most parties...
- Steve Conan Trustrum
- Dungeon Crawler
- Posts: 205
- Joined: Sat Sep 30, 2000 1:01 am
- Location: Toronto, On. Canada
- Contact:
The cause being far more important than even the collected lives of the whole party is easily the best way. In my primary, longest running Wormwood game (within which all this stuff was playtested), the group went to the Resin Mountains because of some quakes. They found a tunnel netwook containing mile-high engines that powered ... something. Someone or something was trying to turn them on and that's what was causing the quakes. It was obvious that igniting the engines would likely shake all of the remaining human lands apart and kill tens of thousands. Such an important quest made everyone put aside their "petty" problems.MattBaby: Infidel wrote:Could you give some examples? I've tried playing religious zealot type characters in other games and they usually end up either sacrificing their higher calling in the name of baser concerns (love, friendship etc) or flipping out and trying to kill/leave the party. How do you reconcile extremists like that into groups?
This game also saw the discovery of the two new Battle symbiotes in hollowed chambers deep in the planet.
This game was, by far, one of the best games I've ever run and some of the most fun I've ever had gaming. Ask any of the participants about the campaign and they still respond with "wow, just ... wow."