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- ADV E R S A R I E S O F T H E R I G H T E O U S
- Isabet Maken
- the Master of Cauldron Valley
- Background: Born to a life of muck and toil among nomadic horse breeders,
- Isabet left a trail of human misery on her path to the Guild’s highest
- echelons. She apprenticed with some of the greatest merchant princes
- of the age: Alhomzira, the Indigo Queen; Lindyana Calaho, master of the
- qat trade; Nine Stars in Song, whose smuggling fleet they say outsails the
- Realm’s own biremes.
- Despite her prestigious education, Isabet found herself stonewalled
- as a lesser Guild factor, disdainful of and unsuited to the empty
- pleasantries of politics. Only discovering Cauldron Valley, a lush
- jungle-demesne on the fringe of the River Province, and her own
- thaumaturgic talents saved her from a life of mediocrity.
- Nearing 60, Isabet has reforged herself into a master
- geomancer, using the Valley’s powers to produce
- unique slaves. Instead of earning a place on the
- Directorate, Isabet helped found a secret cabal
- (see The Gouged Eye Society, Conspiracy of
- Savants) to further her mastery of geomantic lore.
- Beyond this, her only concern is for her sons, Imri and
- Sabet; she would move the Imperial Mountain itself to
- secure their futures.
- Image: Isabet is a handsome woman, broad and
- strongly built. Her graying hair is neatly managed;
- her coats are luxurious ermine, with room at the
- arms to swing an axe; her boots are elegant, but
- sturdy. She is vain, but never lets vanity overwhelm
- practicality.
- Intimacies: Defining: My Sons (Love), The Gouged Eye Society
- (Stewardship); Major: Cauldron Valley (Ownership), Guild
- Directorate (Bitterness), “A good price is worth more than a
- bruised ego.”; Minor: “I cannot abide intrigue or flattery.”, “I don’t
- renege on my bargains.”
- Secrets: Isabet — and her demesne — attract attention from power
- brokers to whom word of her geomantic trump card leaks, including
- fellow merchant princes, a raksha songstress, and an outcaste
- interested in studying the Valley as a sacred site from apocrypha and
- legend.
- Equipment: Isabet wears quilted padding beneath her clothes.
- While rarely armed, she carries a variety of strange geomantic tools,
- a purse of silver dinars, and her personal Guild signet.
- Roleplaying Hints: Isabet is single-minded, ruthless, and
- even cruel, but neither sadistic nor irrational. At heart, she
- I s a b e t M a k e n
- is a businesswoman, always looking to come out ahead
- in any interaction. She endures taunting and even open
- insults, if the price is right — but with a stony face and a
- long memory. While she is a Guild slaver, she has no love
- for the Guild’s Directorate, and characters may convince
- her to act against them for the right offer. She prioritizes
- securing good marriages for her sons, and entertains almost
- any promising offer.
- Attributes: Strength 2, Dexterity 3, Stamina 4; Charisma
- 4, Manipulation 2, Appearance 4; Perception
- 4, Intelligence 5, Wits 2
- Essence: 1
- Willpower: 8
- Join Battle: 5 dice
- Health Levels: −0x1/−1x2/−2x2/−4x1/Incap.
- Abilities: Archery 2, Awareness 3, Bureaucracy 4,
- Integrity 5, Investigation 2, Larceny (Smuggling) 2,
- Linguistics 2, Lore 3, Melee 3, Occult (Geomancy)
- 4, Presence (Bargaining) 3, Resistance 2, Ride 3, Socialize
- (Spotting Trouble) 3, Survival 3
- Merits: Backing (Guild) 3, Contacts (Smugglers and
- Slavers) 2, Demesne (Cauldron Valley) 4, Followers
- 2, Languages (Native: Riverspeak; Foresttongue,
- Guild Cant, Skytongue) 3, Resources 4, Thaumaturgist
- Attack (Axe): 8 dice (Damage 11L); Tags: Lethal,
- Melee, Thrown (Short), Chopping
- Attack (Unarmed): 7 dice (Damage 9B); Tags:
- Bashing, Brawl, Grappling, Natural
- Attack (Grapple): 6 dice (5 to control)
- Combat: Soak 7, Hardness 0 (quilted armor: +3);
- Parry 4 (Melee); Evasion 2; Rush 3 dice; Disengage
- 3 dice
- Social: Guile 3, Resolve 4
- Cauldron Valley
- It normally takes weeks of exposure to Cauldron Valley’s
- mutagenic Essence to suffer permanent mutation: a
- thick layer of slimy mucus coating the skin, granting +1
- Evasion but −1 Parry, and a need to soak in water regularly
- to avoid desiccation and illness. The demesne’s
- raw energy pools in vibrant wellsprings that dot the
- landscape, though, and anyone who falls into one without
- ritual preparation takes one level of bashing damage
- and emerges with random, often freakish and nonsensical
- amphibian features of the Storyteller’s choice. These
- mutations are gruesome but incomplete, fading at the
- end of the story.
- New Thaumaturgic Ritual:
- Quicken the Cauldron (••)
- Isabet uses an array of silver rods to direct the Valley’s geomantic
- flows, forcing its energies to overflow. After eight
- hours of work, she may pay one Willpower and make a
- difficulty 2 (Perception + Occult) roll to complete the rite.
- Anyone partially or fully submerged in a metamorphic pool
- at the ritual’s culmination gains a number of dots’ worth
- of permanent amphibian mutations (Storyteller’s choice)
- equal to successes on this roll, and may reassign up to four
- of their Physical Attribute dots in any combination as long
- as no Attribute falls below 1 or exceeds the character’s natural
- maximum. A botch inflicts a Major Derangement and
- two levels of aggravated damage on the subject instead.
- The ritual’s difficulty increases cumulatively by one for
- each additional time it is invoked in a season, and a given
- character can only ever gain mutations this way once.
- Similar rituals exist to quicken other unstable demesnes.
- Imri and Sabet, the Brothers Maken
- Isabet’s sons are spoiled dandies in their late 20s, apathetic
- — or oblivious — to their mother’s ruthlessness;
- charming and gallant, but depthless and unmotivated.
- Both are handsome, trained in dueling, music, and manners
- by fine tutors. The pair often serve their mother as
- her envoys and honor guard.
- Essence: 1; Willpower: 5; Join Battle: 6 dice
- Health Levels: −0x1/−1x2/−2x2/−4x1/Incap.
- Actions: Carousing: 10 dice; Feats of Strength: 5
- dice; Musical Performance: 7 dice; Senses: 4 dice;
- Social Influence: 5 dice
- Appearance 5, Guile 1, Resolve 3
- Combat
- Attack (Dueling saber): 9 dice (Damage 12);
- Tags: Lethal, Melee, Balanced
- Attack (Flame piece): 9 dice at close range
- (Damage 13); Tags: Lethal, Archery (Short), Flame,
- Mounted, One-Handed, Slow
- Attack (Unarmed): 7 dice (Damage 10)
- Attack (Grapple): 7 dice (6 to control)
- Combat Movement: 6 dice
- Evasion 2, Parry 4 (5 when defending family)
- Soak/Hardness: 3/0
- Paddagons
- Hulking, rubbery creatures with rainbow-mottled skin
- and amphibian features, the paddagons are Isabet’s
- ADV E R S A R I E S O F T H E R I G H T E O U S
- prize creations — strong, healthy, and uncommonly submissive.
- The mutation process binds together groups of
- paddagons in a codependent collective. They are popular
- with slaver caravans, and accompany Isabet as valets
- and bodyguards.
- Battle groups of paddagons have Might 1.
- Essence: 1; Willpower: 3; Join Battle: 4 dice
- Health Levels: −0x1/−1x4/−2x4/−4x1/Incap.
- Actions: Feats of Strength: 8 dice; Hard Labor: 9
- dice; Leaping: 5 dice; Resist Disease/Poison: 11 dice;
- Senses: 3 dice; Swimming: 8 dice
- Appearance 1, Resolve 1, Guile 1
- Combat
- Attack (Unarmed): 6 dice (Damage 15)
- Attack (Grapple): 6 dice (8 to control)
- Combat Movement: 5 dice
- Evasion 2, Parry 1
- Soak/Hardness: 7/0
- MERITS
- Amphibious: Paddagons breathe water and air
- equally well, and suffer no penalties underwater.
- Eager to Obey: Paddagon battle groups have elite
- Drill for purposes of command rolls (but not Defense).
- *****
- H U N D R E D D E V I L S N I G H T PARADE
- Flickerfeather
- A common sight in Eastern rivers and lakes, a flickerfeather
- isn’t an animal as many think, but a water elemental.
- It resembles an overlarge cuttlefish, with a
- mantle over a meter long limned with small, waterproof
- feathers that change color rapidly as it swims — hence
- the name. While clumsy and sluggish on land, able to
- do little more than drag itself along, a flickerfeather can
- respire air. It must do so to use its peculiar talent for
- mimicking voices, which it uses to lure humans to play
- with. Its tentacles appear proportionate to its body, but
- can deform radically, extending out to several meters to
- snatch people up.
- Essence: 1; Willpower: 5; Join Battle: 8 dice
- Personal Motes: 60
- Health Levels: −0x1/−1x2/−2x2/−4x1/Incap.
- Intimacies: Defining: “I love to play!”; Major: “My
- curiosity about the unknown knows no bounds.”
- Actions: Deception/Disguise: 6 dice; Leaping: 5
- dice; Read Intentions: 4 dice; Senses: 6 dice; Stealth:
- 8 dice; Swim: 8 dice
- Appearance 3, Resolve 1, Guile 1
- COMBAT
- Attack (Bite): 4 dice (Damage 6)
- Attack (Tentacle): 6 dice (Damage 4)
- Attack (Grapple): 7 dice (9 to control)
- Combat Movement: 7 dice
- Evasion 4, Parry 2
- Soak/Hardness: 5/0
- F l i c k e r f e at h e r
- SPECIAL ABILITIES
- Perfect Mimicry: Flickerfeathers can mimic any
- individual sound and are intelligent enough to form
- short sentences from words they have learned by
- mimicking others. A (Wits + Awareness) roll, difficulty
- 3, is required to realize a flickerfeather’s mimicry isn’t
- the real thing.
- MERITS
- Deceptive Reach: The flickerfeather’s tentacle and
- grapple attacks can reach to short range; it immediately
- drags enemies grappled at short range to close
- range.
- DEFENSIVE CHARMS
- Ink Clone (5m; Simple; Three rounds; Eclipse;
- Essence 1): The flickerfeather vents a cloud of ink that,
- even in the air, coalesces into the shape of another,
- identical flickerfeather, changing color in a slow cycle.
- Onlookers must succeed at a difficulty 3 (Perception
- + (Awareness or Survival)) roll to distinguish the clone
- from the original. The false flickerfeather is not alive,
- nor can it act other than to take reflexive move actions
- on the real flickerfeather’s turn. It moves realistically,
- but it’s simply a decoy, and dissolves when the Charm
- ends or when an attack deals any damage to it.
- Strobe (4m; Reflexive; Instant; Essence 1): The flickerfeather
- rapidly cycles its feathers through every
- possible hue, hard to focus on. It gains +2 Evasion
- against a single attack, but it can’t use this Charm
- while Chromatoflage (see below) is active.
- MOBILITY CHARMS
- Fluid Is Fluid (10m; Simple; One scene; Withering-
- only; Essence 1): Exuding watery Essence, the
- flickerfeather saturates the air around it as it moves.
- It can swim through the air as though it were underwater.
- Opponents within close range treat the area
- as difficult terrain, unless they could normally move
- freely underwater. The flickerfeather doubles its soak
- against withering ranged attacks.
- MISCELLANEOUS CHARMS
- Chromatoflage (7m, 1wp; Simple; Indefinite;
- Eclipse, Perilous; Essence 1): The flickerfeather
- changes its colors to fool onlookers into thinking it’s
- some false feature of the environment no bigger than
- itself, such as a stepping stone or an underwater
- treasure. This functions as normal concealment, but
- doesn’t require adequate coverage. Observers can
- make a (Perception + Awareness) roll, opposed by
- the flickerfeather’s Stealth (or an Eclipse’s (Appearance
- + Stealth)), to pierce the deception. If the flickerfeather
- moves, takes any action, or takes damage,
- this Charm immediately ends.
- Storyteller Tactics
- Flickerfeathers are simple spirits that do what more
- powerful elementals tell them when pressed, but otherwise
- exist to amuse themselves and play pranks on unsuspecting
- passersby. They normally only attack to harm
- if threatened, but they like to engage in combat just to
- play keep-away, lead someone on a merry chase, or grab
- new playmates so they don’t leave and end the game.
- Flickerfeathers don’t understand the idea that some
- creatures can’t survive without air, so they have an unfortunate
- tendency to drag people underwater and hold
- them captive there. When a flickerfeather’s unwilling
- playmate inevitably drowns, it gets upset and takes it out
- on the next person it sees.
- About as clever as a toddler, flickerfeathers take direction
- well. Sorcerers and other savants who live by the
- water keep flickerfeathers as guardians, and their talent
- for mimicry makes them ideal spies — stalking a target,
- learning what it says, and coming home to repeat it is
- barely work for them. They grow bored easily, however,
- and the wise provide them with means to entertain
- themselves, such as elaborate puzzles or opportunities
- to trick others, lest the elementals decide to make their
- own fun.
- *****
- H U N D R E D D E V I L S N I G H T PARADE
- Grelidaka
- the Thousand Hungry Wings
- Every flock of birds sighted in the far West brings a moment
- of dread: “Is this the day I die?” Usually, it’s only a
- flock of starlings. But one time in a thousand, the flock
- only gets louder, larger, and angrier as it approaches.
- When it descends to attack, it’s already too late to run.
- The grelidaka is an ever-growing mass of Wyld-crazed
- mutant birds, each one jet-black, that exists only to strip
- the flesh from anything that lives. It can wipe entire villages
- off the map in moments. The grelidaka is a truehive being: Individuals removed from it sicken and die
- in days, no matter how they’re cared for. They tear themselves
- apart to reproduce, one bird birthing two or more
- others. Sometimes they do this of their own accord;
- other times, it happens as someone frantically defends
- himself, not knowing that for every bird slain, two more
- squirm out of the corpse to take its place.
- A grelidaka is a battle group by default. The traits below
- already include calculations for battle group traits where
- appropriate; for instance, values given for Evasion and
- Parry already include the group’s Drill and Might bonuses.
- Components of a grelidaka never act alone.
- Essence: 1; Willpower: 5; Join Battle: 8 dice
- Magnitude: 5 + Size
- Actions: Feats of Destruction: (5 + Size) dice (may
- attempt Strength 3 feats, or 5 at Size 5); Flight: 8 dice;
- Resist Disease/Poison: 6 dice; Senses: 6 dice
- Resolve 4, Guile 1
- G r e l i da k a , t h e T h o u s a n d Hungry W i ngs
- COMBAT
- Attack (Claw): (7 + Size) dice (Damage 11 + Size)
- Attack (Peck): (7 + Size) dice (Damage 7 + Size);
- Tags: Piercing
- Combat Movement: (7 + Size) dice
- Evasion 6, Parry 4
- Soak/Hardness: (2 + Size)/0
- SPECIAL ABILITIES
- Blot Out the Sun: Terrain within short range of a
- grelidaka is considered difficult, and characters within
- it suffer an Evasion penalty equal to the grelidaka’s
- (Size/2), rounded up. At Size 5, the area of effect increases
- to medium range. Characters who otherwise
- ignore difficult terrain still suffer the Evasion penalty.
- From One, Many: A grelidaka comes into being
- as a Size 1 battle group with elite Drill and Might 1.
- When its Magnitude track fills with damage, it gains a
- level of Size instead of losing it. For every Magnitude
- box marked with damage, add +1 to the grelidaka’s
- dice pools; these bonuses vanish whenever Magnitude
- refreshes. If the group grows to Size 5, the next
- time its Magnitude track fills with damage, it splits into
- two Size 3 grelidaka. Once the two flocks finish off
- their current prey, they go their separate ways.
- MERITS
- Legion Swarm Tactics: The grelidaka adds Size
- to its pools for feats of destruction and combat movement
- in addition to the usual traits.
- Mindless: Grelidaka treat all social influence as unacceptable
- and have perfect morale.
- Storyteller Tactics
- A grelidaka is not especially smart. It cares only about
- killing, attacking the most obvious target rather than
- swarming weaker prey. It cannot open doors, though it
- smashes through obstacles when it can; only sturdy cover
- and silence keep a grelidaka out. Once it scours the
- area clean, it moves on. It’s not vindictive and doesn’t
- hunt down stragglers if it doesn’t immediately perceive
- them. It doesn’t recognize individuals as separate from
- groups, so if one piece of the whole vanishes during the
- fight, it doesn’t realize that “piece” still exists in any
- meaningful way afterward.
- The specific means of destroying a grelidaka are subject
- to Storyteller discretion and player ingenuity. As a rule
- of thumb, allow a solution to reduce Size by one if it can
- destroy birds wholesale and en masse rather than merely
- injuring or killing them piecemeal, but give the flock the
- usual defense the threat allows to avoid it. Options include
- large explosions and other massive applications of
- fire; aerial environmental hazards, such as poison mists;
- attacks and spells that affect a large area, such as Death
- of Obsidian Butterflies (Exalted, p. 472) or the Dragon-
- Blooded Charm Arrow Rain Tempest; creative gambits
- with high difficulties that use the environment; and the
- like. Characters can also find non-violent solutions, such
- as putting the flock to sleep, luring it away from vulnerable
- mortals, or sealing it away.
- A grelidaka doesn’t flee combat unless a raksha warlord
- or Exalted master commands it to.
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