This concept isn't my own, though I have been using it in my campaigns. My friend Steve Bowden came up with it in his own Sertorius campaign when he felt he needed a new threat to throw at his players. He devised an elaborate cult that hunted Sertori and used their blood to make tattoos that bestowed supernatural benefits to the wearers.
Here is the Blood Cult I created based on Steve's concept for my own campaign:
THE BLOOD CULT & BLOOD MAGIC
Blood magic is the insidious invention of Goff-Tan
Darkshield based on his research into ancient Ronaian, Khubsi and Nong-Sai
texts. It is built on three major works of natural philosophy: The Mechanics of
Sertorius Poro by Titus Aquillius, Tarikh Khadrami Akh-Mandaru by Taul
Dulo-Khadrami, On the Origin of Sertori by Archon Hilarca Thena. Blood magic uses the blood and body parts of Sertori enabling normal men to wield Sertori powers. Performing Blood Magic can produce the the following. Each of these effects are loosely connected to the spell or spells drawn from the Sertori but due to the transfer often take on unexpected characteristics. The GM should customize the final result:
Blood Tatoo (Minor): This draws on the non-cathartic magic
of a Sertori using his or her blood to create a Tattoo with temporary powers
the wearer can unleash. Creating a Minor Blood Tattoo drains a Sertori of half of his or her magic.
Blood Tatoo (Major): This draws on cathartic magic of
Sertori using his or her blood creating permanent powers the wearer can
unleash. These do not present the risk of griming but do deplete the user of 1
Hardiness for 10 minutes with each use. Creating a Major Blood Tattoo drains a Sertori of all his spells and causes him or her to bleed to death.
Sertori Bone Objects: The bones of Sertori carry magic and
this can be made permanent if the spirit is bound to the material. Typically
different parts of the body can be used for different spells. These can be
difficult to control requiring a TN 7 Command roll using the name of the
Sertori to cause the spell to function.
Sertori Skin: Skin is particularly suited to magic with
constant effect (often protective). It is generally less spectacular than cathartic but still
serviceable.
BLOOD CULT LEADERSHIP AND MEMBERS
The Blood Cult is led by Goff-Tan, a Sertori who is loyal to Gesara of Palus (the notorious hunter of Sertori for the Church of Ramos). Called the Dark Shield of the king, he is given
special privileges, including the hearts and skulls of Sertori to use in Blood
Magic. He is a devotee to Gesara's cause, believing men are born good but the world, and power,
turns them evil. Sertori are corrupted by their power and inevitably but must be
destroyed.
Most of the blood cultists are normal humans, gru, orcs or
elves, but a few are Sertori raised from a young age by Goff-Tan. While Goff-Tan has little compunction about conducting experiments on Sertori he has
captured, the Sertori he has reared he tries to save in his own unique way. He
imbues them with a loathing for their nature and uses them to assassinate other
Sertori with Gesara’s blessing.
SOLDIERS (50)
Defenses: Hardiness 7*, Stealth 3, Evade 4, Parry
6**, Wits 6, Resolve 7
Skills: Heavy Melee 2d10, Medium Melee 1d10 or
2d10 (Long Sword and Javelin), Wrestling 1d10, Muscle 1d10, Speed 1d10, Detect 1d10
Damage: Short Sword (2d10), Javelin (2d10)
Wounds: 2
Equipment:
Leather Armor*, Light Shield**, Short Sword, Javelin
BLOOD CULTISTS (12 on
grounds, 88 elsewhere)
Defenses: Hardiness 4, Stealth 4, Evade 4, Parry 4,
Wits 7, Resolve 7
Skills: Medium Melee 1d10, Light Melee 2d10,
Small Ranged 1d10 or 2d10 with Cross Bow, Wrestling 1d10, Muscle 1d10, Speed
1d10 (40 feet), Detect 1d10, Trade (Alchemy) 1d10, Talent (Tattoo) 2d10, Medicine
2d10, Survival (Wilderness) 2d10, Language (Gruskel) 3d10, Language (Ronian)
3d10, Religion (Church of Ramos) 2d10, Creatures (Sertori): 1d10, Magic (One
Type) 1d10.
Damage: Short Sword (2d10), Dagger (1d10), Cross
Bow (2d10)
Wounds: 2
Each
cultist has one of the Following temporary tattoo effects:
1.
Light: Can create light for about ten minutes.
2.
Flame: Can create a burst of fire that does 3d10 damage.
3.
Blend: Can blend with environment, taking 10 Stealth for 10 minutes.
4.
Strength: Can grow very strong, doing 1 extra wound on melee attacks for a
round.
5.
Summon: This can be used to summon woodland creatures.
6.
Pacify: Roll 3d10 against Resolve, on success target cannot harm person for 10
minutes.
7.
Absorb: Can absorb one spell when attacked by it. Spell has no effect, but
cannot use.
8.
Retribution: If successfully attacked by a spell and survive can cast it back
at exact same effect on caster.
9.
Lullaby: Sing 1d10 against Resolve, put to sleep for 1d10 minutes.
10.
Smite: By touch, causes 4d10 damage against Sertori and causes them not to cast
spells for 1 round.
BLOOD ACOLYTES (6)
Defenses: Hardiness 6, Stealth 4, Evade 4, Parry 5,
Wits 7, Resolve 8
Skills: Medium Melee 2d10, Light Melee 2d10,
Small Ranged 2d10 or 3d10 with Cross Bow, Wrestling 2d10, Muscle 2d10, Speed
2d10 (50 feet), Detect 1d10, (Alchemy) 2d10, Talent (Tattoo) 3d10, Talent
(Poison) 2d10, Medicine 2d10, Survival (Wilderness) 2d10, Deception 2d10,
Command 2d10, Empathy 1d10, Language (Gruskel) 3d10, Language (Ronian) 3d10,
Language (Latar) 3d10, Religion (Church of Ramos) 2d10, Creatures (Sertori):
2d10, Magic (two types) 2d10,
Damage: Short Sword (3d10), Dagger (2d10), Cross
Bow (2d10)
Wounds: 2
Each
blood acolyte has one major Blood Tattoo and wears a sertori skin, or has two
powers. Using the tattoos is depleting, draining a point of temp Hardiness for
10 minutes each time.
1. Fulvarus
Vestu (Inquisitor), Human
Hail of Needles (Power): Hail of Stinging
Needles 1d10 against evade, 1d10 damage to everyone in thirty foot area. Total
Success drains Evade and Parry by 1 for a minute.
Mask of Bal-Tauq: Allows him to read
thoughts (1d10 against Wits).
2. Katina
Val-Qart (Assassin), Dwarf
Earthbound: Roll 1d10 against a
target’s Evade, on a Success their feet are rooted to the earth or stone
(Muscle TN 7 next round to escape).
Bone Sword of Gel: Anyone struck by sword
keeps bleeding for 2 rounds (taking 1d10 damage each round). Damage: 3d10.
3. Hestar
Eukos (Spy and Diplomatic), Human
Invisibility: Can become invisible
for 10 minutes. Any Detect roll to spot him is -1d10 and only allows for sound.
Alter Features: Can change body and
face to look like another person.
4. Dumar-Ghast
(Muscle), Human
Ogre Body: Can take the form of an
ogre, gaining 4d10 muscle, 6 wounds.
Brilliant Shield: Instant 3d10 Resist
Shield 15 foot. Takes full action
5. Rosh
(Intimidation and Poisoning), Gru
Swarm of Insects: Summon a swarm of bees
to sting with 3 wounds total, causes 1 wound a round and intense pain.
Deadly Touch: With a successful touch
roll 2d10 against Hardiness or suffer Royal Fever.
6.
Dartena, Human
Spirit Form: She can take the form
of a spirit and while in that form is immune to mundane attacks and can drain 1
Hardiness on a successful Wrestle Roll.
Wail: This causes so much pain to the ears and
body that it freezes people in their tracks so long as she maintains it. 1d10
against Resolve.
NATHREEN (ELF)
Defenses: Hardiness 8*, Stealth 4, Evade 4, Parry
7**, Wits 7, Resolve 8
Skills: Medium Melee 3d10, Light Melee 2d10,
Small Ranged 2d10 or 3d10 with Cross Bow, Wrestling 2d10, Muscle 2d10, Speed
3d10 (60 feet), Detect 2d10, (Alchemy) 2d10, Talent (Tattoo) 3d10, Talent
(Poison) 2d10, Medicine 2d10, Survival (Wilderness) 3d10, Deception 2d10,
Command 3d10, Empathy 2d10, Language (Gruskel) 3d10, Language (Ronian) 3d10,
Language (Latar) 3d10, Religion (Church of Ramos) 2d10, Creatures (Sertori):
2d10, Magic (two types) 2d10,
Damage: Short Sword (3d10), Dagger (2d10), Cross
Bow (2d10)
Wounds: 2
*Breast Plate,
**Armguard
Imbue Weapon: She can poor Misos
magic into her weapon, causing it to do 4d10 Fire damage with each attack for 3
rounds.
Defy Gravity: She can walk upon walls
or ceilings as if on a normal surface. This also allows her to leap twice the
normal distance of others. Lasts for ten minutes.
Cloak of Resist: This cloak is made from
Sertori skin and resists magical attacks giving her a 1d10 Resist (Against TN
10).
ROM
Defenses: Hardiness 8*, Stealth 3, Evade 3, Parry
4, Wits 6, Resolve 8
Skills: Wrestling 2d10, Medium Melee 2d10, Speed
0d10, Muscle 3d10, Athletics 3d10, Endurance 1d10, Detect 0d10, Reasoning 0d10,
Command 3d10, Medicine 3d10, Institutions (Criminal Orders) 3d10, Language
(Gruskel) 3d10, Language (Ronian) 1d10, Survival (Wilderness) 2d10
Wounds: 5
Emotions: Misos 3, Penthos 1
Spells/Thauma: Bend Gravity, Blades of Wrath, Impel,
Inner Strength
Personality: Crude,
Simple and Mean
Equipment: Short
Sword (3d10 damage), *Breast Plate
RUEGAR
Defenses: Hardiness 3, Stealth 3, Evade 6, Parry 4,
Wits 8, Resolve 6
Skills: Wrestling 1d10, Medium Melee 1d10, Speed
2d10, Muscle 1d10, Athletics 1d10, Endurance 2d10, Detect 3d10, Reasoning 3d10,
Command 3d10, Trade (Fabric) 3d10, Medicine 3d10, Institutions (Criminal
Orders) 3d10, Language (Gruskel) 3d10, Language (Ronian) 1d10, Survival
(Wilderness) 2d10
Wounds: 5
Emotions: Agape 3, Deimos 1
Spells/Thauma: Warding Wall (Endurance), Wild Whisper
(Persuade), Cloak of Protection (Trade: Fabric), Smoke (Speed)
Personality: Soft,
Elegant and Smart
RIA
Defenses: Hardiness 4, Stealth 4, Evade 4, Parry 4,
Wits 7, Resolve 8
Skills: Wrestling 3d10, Medium Melee 2d10, Speed
2d10, Muscle 2d10, Athletics 1d10, Endurance 2d10, Detect 3d10, Empathy 2d10, Deception
3d10, Trade (Fabric) 3d10, Medicine 3d10, Institutions (Criminal Orders) 3d10,
Language (Gruskel) 3d10, Language (Ronian) 1d10, Survival (Wilderness) 2d10
Wounds: 5
Emotions: Agape 1, Deimos 1, Misos 1, Penthos 1
Spells/Thauma: Heart of Darkness (Wrestle), The Gaze of
Carus (Deception), Vow (Empathy), Mitigation (Endurance)
Personality: Loyal,
Proud and Vengeful
RUGA
Defenses: Hardiness 3, Stealth 6, Evade 5, Parry 4,
Wits 7, Resolve 6
Skills: Wrestling 3d10, Medium Melee 2d10, Speed
2d10, Muscle 2d10, Athletics 1d10, Swim 2d10, Detect 3d10, Empathy 3d10,
Deception 2d10, Trade (Fabric) 3d10, Medicine 3d10, Institutions (Criminal
Orders) 3d10, Language (Gruskel) 3d10, Language (Ronian) 1d10, Survival
(Wilderness) 3d10
Wounds: 5
Emotions: Deimos 3, Misos 1
Spells/Thauma: Dread Passenger (Empathy), Flight (Swim),
Vortegan’s Whirling Catastrophe (Survival), Screaming Surge (Speed)
Personality: Cautious,
Meticulous and Agitated
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