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  1. ADV E R S A R I E S O F T H E R I G H T E O U S
  2. Isabet Maken
  3. the Master of Cauldron Valley
  4. Background: Born to a life of muck and toil among nomadic horse breeders,
  5. Isabet left a trail of human misery on her path to the Guild’s highest
  6. echelons. She apprenticed with some of the greatest merchant princes
  7. of the age: Alhomzira, the Indigo Queen; Lindyana Calaho, master of the
  8. qat trade; Nine Stars in Song, whose smuggling fleet they say outsails the
  9. Realm’s own biremes.
  10. Despite her prestigious education, Isabet found herself stonewalled
  11. as a lesser Guild factor, disdainful of and unsuited to the empty
  12. pleasantries of politics. Only discovering Cauldron Valley, a lush
  13. jungle-demesne on the fringe of the River Province, and her own
  14. thaumaturgic talents saved her from a life of mediocrity.
  15. Nearing 60, Isabet has reforged herself into a master
  16. geomancer, using the Valley’s powers to produce
  17. unique slaves. Instead of earning a place on the
  18. Directorate, Isabet helped found a secret cabal
  19. (see The Gouged Eye Society, Conspiracy of
  20. Savants) to further her mastery of geomantic lore.
  21. Beyond this, her only concern is for her sons, Imri and
  22. Sabet; she would move the Imperial Mountain itself to
  23. secure their futures.
  24. Image: Isabet is a handsome woman, broad and
  25. strongly built. Her graying hair is neatly managed;
  26. her coats are luxurious ermine, with room at the
  27. arms to swing an axe; her boots are elegant, but
  28. sturdy. She is vain, but never lets vanity overwhelm
  29. practicality.
  30. Intimacies: Defining: My Sons (Love), The Gouged Eye Society
  31. (Stewardship); Major: Cauldron Valley (Ownership), Guild
  32. Directorate (Bitterness), “A good price is worth more than a
  33. bruised ego.”; Minor: “I cannot abide intrigue or flattery.”, “I don’t
  34. renege on my bargains.”
  35. Secrets: Isabet — and her demesne — attract attention from power
  36. brokers to whom word of her geomantic trump card leaks, including
  37. fellow merchant princes, a raksha songstress, and an outcaste
  38. interested in studying the Valley as a sacred site from apocrypha and
  39. legend.
  40. Equipment: Isabet wears quilted padding beneath her clothes.
  41. While rarely armed, she carries a variety of strange geomantic tools,
  42. a purse of silver dinars, and her personal Guild signet.
  43. Roleplaying Hints: Isabet is single-minded, ruthless, and
  44. even cruel, but neither sadistic nor irrational. At heart, she
  45. I s a b e t M a k e n
  46. is a businesswoman, always looking to come out ahead
  47. in any interaction. She endures taunting and even open
  48. insults, if the price is right — but with a stony face and a
  49. long memory. While she is a Guild slaver, she has no love
  50. for the Guild’s Directorate, and characters may convince
  51. her to act against them for the right offer. She prioritizes
  52. securing good marriages for her sons, and entertains almost
  53. any promising offer.
  54. Attributes: Strength 2, Dexterity 3, Stamina 4; Charisma
  55. 4, Manipulation 2, Appearance 4; Perception
  56. 4, Intelligence 5, Wits 2
  57. Essence: 1
  58. Willpower: 8
  59. Join Battle: 5 dice
  60. Health Levels: −0x1/−1x2/−2x2/−4x1/Incap.
  61. Abilities: Archery 2, Awareness 3, Bureaucracy 4,
  62. Integrity 5, Investigation 2, Larceny (Smuggling) 2,
  63. Linguistics 2, Lore 3, Melee 3, Occult (Geomancy)
  64. 4, Presence (Bargaining) 3, Resistance 2, Ride 3, Socialize
  65. (Spotting Trouble) 3, Survival 3
  66. Merits: Backing (Guild) 3, Contacts (Smugglers and
  67. Slavers) 2, Demesne (Cauldron Valley) 4, Followers
  68. 2, Languages (Native: Riverspeak; Foresttongue,
  69. Guild Cant, Skytongue) 3, Resources 4, Thaumaturgist
  70. Attack (Axe): 8 dice (Damage 11L); Tags: Lethal,
  71. Melee, Thrown (Short), Chopping
  72. Attack (Unarmed): 7 dice (Damage 9B); Tags:
  73. Bashing, Brawl, Grappling, Natural
  74. Attack (Grapple): 6 dice (5 to control)
  75. Combat: Soak 7, Hardness 0 (quilted armor: +3);
  76. Parry 4 (Melee); Evasion 2; Rush 3 dice; Disengage
  77. 3 dice
  78. Social: Guile 3, Resolve 4
  79. Cauldron Valley
  80. It normally takes weeks of exposure to Cauldron Valley’s
  81. mutagenic Essence to suffer permanent mutation: a
  82. thick layer of slimy mucus coating the skin, granting +1
  83. Evasion but −1 Parry, and a need to soak in water regularly
  84. to avoid desiccation and illness. The demesne’s
  85. raw energy pools in vibrant wellsprings that dot the
  86. landscape, though, and anyone who falls into one without
  87. ritual preparation takes one level of bashing damage
  88. and emerges with random, often freakish and nonsensical
  89. amphibian features of the Storyteller’s choice. These
  90. mutations are gruesome but incomplete, fading at the
  91. end of the story.
  92. New Thaumaturgic Ritual:
  93. Quicken the Cauldron (••)
  94. Isabet uses an array of silver rods to direct the Valley’s geomantic
  95. flows, forcing its energies to overflow. After eight
  96. hours of work, she may pay one Willpower and make a
  97. difficulty 2 (Perception + Occult) roll to complete the rite.
  98. Anyone partially or fully submerged in a metamorphic pool
  99. at the ritual’s culmination gains a number of dots’ worth
  100. of permanent amphibian mutations (Storyteller’s choice)
  101. equal to successes on this roll, and may reassign up to four
  102. of their Physical Attribute dots in any combination as long
  103. as no Attribute falls below 1 or exceeds the character’s natural
  104. maximum. A botch inflicts a Major Derangement and
  105. two levels of aggravated damage on the subject instead.
  106. The ritual’s difficulty increases cumulatively by one for
  107. each additional time it is invoked in a season, and a given
  108. character can only ever gain mutations this way once.
  109. Similar rituals exist to quicken other unstable demesnes.
  110. Imri and Sabet, the Brothers Maken
  111. Isabet’s sons are spoiled dandies in their late 20s, apathetic
  112. — or oblivious — to their mother’s ruthlessness;
  113. charming and gallant, but depthless and unmotivated.
  114. Both are handsome, trained in dueling, music, and manners
  115. by fine tutors. The pair often serve their mother as
  116. her envoys and honor guard.
  117. Essence: 1; Willpower: 5; Join Battle: 6 dice
  118. Health Levels: −0x1/−1x2/−2x2/−4x1/Incap.
  119. Actions: Carousing: 10 dice; Feats of Strength: 5
  120. dice; Musical Performance: 7 dice; Senses: 4 dice;
  121. Social Influence: 5 dice
  122. Appearance 5, Guile 1, Resolve 3
  123. Combat
  124. Attack (Dueling saber): 9 dice (Damage 12);
  125. Tags: Lethal, Melee, Balanced
  126. Attack (Flame piece): 9 dice at close range
  127. (Damage 13); Tags: Lethal, Archery (Short), Flame,
  128. Mounted, One-Handed, Slow
  129. Attack (Unarmed): 7 dice (Damage 10)
  130. Attack (Grapple): 7 dice (6 to control)
  131. Combat Movement: 6 dice
  132. Evasion 2, Parry 4 (5 when defending family)
  133. Soak/Hardness: 3/0
  134. Paddagons
  135. Hulking, rubbery creatures with rainbow-mottled skin
  136. and amphibian features, the paddagons are Isabet’s
  137. ADV E R S A R I E S O F T H E R I G H T E O U S
  138. prize creations — strong, healthy, and uncommonly submissive.
  139. The mutation process binds together groups of
  140. paddagons in a codependent collective. They are popular
  141. with slaver caravans, and accompany Isabet as valets
  142. and bodyguards.
  143. Battle groups of paddagons have Might 1.
  144. Essence: 1; Willpower: 3; Join Battle: 4 dice
  145. Health Levels: −0x1/−1x4/−2x4/−4x1/Incap.
  146. Actions: Feats of Strength: 8 dice; Hard Labor: 9
  147. dice; Leaping: 5 dice; Resist Disease/Poison: 11 dice;
  148. Senses: 3 dice; Swimming: 8 dice
  149. Appearance 1, Resolve 1, Guile 1
  150. Combat
  151. Attack (Unarmed): 6 dice (Damage 15)
  152. Attack (Grapple): 6 dice (8 to control)
  153. Combat Movement: 5 dice
  154. Evasion 2, Parry 1
  155. Soak/Hardness: 7/0
  156. MERITS
  157. Amphibious: Paddagons breathe water and air
  158. equally well, and suffer no penalties underwater.
  159. Eager to Obey: Paddagon battle groups have elite
  160. Drill for purposes of command rolls (but not Defense).
  161.  
  162. *****
  163.  
  164. H U N D R E D D E V I L S N I G H T PARADE
  165. Flickerfeather
  166. A common sight in Eastern rivers and lakes, a flickerfeather
  167. isn’t an animal as many think, but a water elemental.
  168. It resembles an overlarge cuttlefish, with a
  169. mantle over a meter long limned with small, waterproof
  170. feathers that change color rapidly as it swims — hence
  171. the name. While clumsy and sluggish on land, able to
  172. do little more than drag itself along, a flickerfeather can
  173. respire air. It must do so to use its peculiar talent for
  174. mimicking voices, which it uses to lure humans to play
  175. with. Its tentacles appear proportionate to its body, but
  176. can deform radically, extending out to several meters to
  177. snatch people up.
  178. Essence: 1; Willpower: 5; Join Battle: 8 dice
  179. Personal Motes: 60
  180. Health Levels: −0x1/−1x2/−2x2/−4x1/Incap.
  181. Intimacies: Defining: “I love to play!”; Major: “My
  182. curiosity about the unknown knows no bounds.”
  183. Actions: Deception/Disguise: 6 dice; Leaping: 5
  184. dice; Read Intentions: 4 dice; Senses: 6 dice; Stealth:
  185. 8 dice; Swim: 8 dice
  186. Appearance 3, Resolve 1, Guile 1
  187. COMBAT
  188. Attack (Bite): 4 dice (Damage 6)
  189. Attack (Tentacle): 6 dice (Damage 4)
  190. Attack (Grapple): 7 dice (9 to control)
  191. Combat Movement: 7 dice
  192. Evasion 4, Parry 2
  193. Soak/Hardness: 5/0
  194. F l i c k e r f e at h e r
  195. SPECIAL ABILITIES
  196. Perfect Mimicry: Flickerfeathers can mimic any
  197. individual sound and are intelligent enough to form
  198. short sentences from words they have learned by
  199. mimicking others. A (Wits + Awareness) roll, difficulty
  200. 3, is required to realize a flickerfeather’s mimicry isn’t
  201. the real thing.
  202. MERITS
  203. Deceptive Reach: The flickerfeather’s tentacle and
  204. grapple attacks can reach to short range; it immediately
  205. drags enemies grappled at short range to close
  206. range.
  207. DEFENSIVE CHARMS
  208. Ink Clone (5m; Simple; Three rounds; Eclipse;
  209. Essence 1): The flickerfeather vents a cloud of ink that,
  210. even in the air, coalesces into the shape of another,
  211. identical flickerfeather, changing color in a slow cycle.
  212. Onlookers must succeed at a difficulty 3 (Perception
  213. + (Awareness or Survival)) roll to distinguish the clone
  214. from the original. The false flickerfeather is not alive,
  215. nor can it act other than to take reflexive move actions
  216. on the real flickerfeather’s turn. It moves realistically,
  217. but it’s simply a decoy, and dissolves when the Charm
  218. ends or when an attack deals any damage to it.
  219. Strobe (4m; Reflexive; Instant; Essence 1): The flickerfeather
  220. rapidly cycles its feathers through every
  221. possible hue, hard to focus on. It gains +2 Evasion
  222. against a single attack, but it can’t use this Charm
  223. while Chromatoflage (see below) is active.
  224. MOBILITY CHARMS
  225. Fluid Is Fluid (10m; Simple; One scene; Withering-
  226. only; Essence 1): Exuding watery Essence, the
  227. flickerfeather saturates the air around it as it moves.
  228. It can swim through the air as though it were underwater.
  229. Opponents within close range treat the area
  230. as difficult terrain, unless they could normally move
  231. freely underwater. The flickerfeather doubles its soak
  232. against withering ranged attacks.
  233. MISCELLANEOUS CHARMS
  234. Chromatoflage (7m, 1wp; Simple; Indefinite;
  235. Eclipse, Perilous; Essence 1): The flickerfeather
  236. changes its colors to fool onlookers into thinking it’s
  237. some false feature of the environment no bigger than
  238. itself, such as a stepping stone or an underwater
  239. treasure. This functions as normal concealment, but
  240. doesn’t require adequate coverage. Observers can
  241. make a (Perception + Awareness) roll, opposed by
  242. the flickerfeather’s Stealth (or an Eclipse’s (Appearance
  243. + Stealth)), to pierce the deception. If the flickerfeather
  244. moves, takes any action, or takes damage,
  245. this Charm immediately ends.
  246. Storyteller Tactics
  247. Flickerfeathers are simple spirits that do what more
  248. powerful elementals tell them when pressed, but otherwise
  249. exist to amuse themselves and play pranks on unsuspecting
  250. passersby. They normally only attack to harm
  251. if threatened, but they like to engage in combat just to
  252. play keep-away, lead someone on a merry chase, or grab
  253. new playmates so they don’t leave and end the game.
  254. Flickerfeathers don’t understand the idea that some
  255. creatures can’t survive without air, so they have an unfortunate
  256. tendency to drag people underwater and hold
  257. them captive there. When a flickerfeather’s unwilling
  258. playmate inevitably drowns, it gets upset and takes it out
  259. on the next person it sees.
  260. About as clever as a toddler, flickerfeathers take direction
  261. well. Sorcerers and other savants who live by the
  262. water keep flickerfeathers as guardians, and their talent
  263. for mimicry makes them ideal spies — stalking a target,
  264. learning what it says, and coming home to repeat it is
  265. barely work for them. They grow bored easily, however,
  266. and the wise provide them with means to entertain
  267. themselves, such as elaborate puzzles or opportunities
  268. to trick others, lest the elementals decide to make their
  269. own fun.
  270.  
  271. *****
  272.  
  273. H U N D R E D D E V I L S N I G H T PARADE
  274. Grelidaka
  275. the Thousand Hungry Wings
  276. Every flock of birds sighted in the far West brings a moment
  277. of dread: “Is this the day I die?” Usually, it’s only a
  278. flock of starlings. But one time in a thousand, the flock
  279. only gets louder, larger, and angrier as it approaches.
  280. When it descends to attack, it’s already too late to run.
  281. The grelidaka is an ever-growing mass of Wyld-crazed
  282. mutant birds, each one jet-black, that exists only to strip
  283. the flesh from anything that lives. It can wipe entire villages
  284. off the map in moments. The grelidaka is a truehive being: Individuals removed from it sicken and die
  285. in days, no matter how they’re cared for. They tear themselves
  286. apart to reproduce, one bird birthing two or more
  287. others. Sometimes they do this of their own accord;
  288. other times, it happens as someone frantically defends
  289. himself, not knowing that for every bird slain, two more
  290. squirm out of the corpse to take its place.
  291. A grelidaka is a battle group by default. The traits below
  292. already include calculations for battle group traits where
  293. appropriate; for instance, values given for Evasion and
  294. Parry already include the group’s Drill and Might bonuses.
  295. Components of a grelidaka never act alone.
  296. Essence: 1; Willpower: 5; Join Battle: 8 dice
  297. Magnitude: 5 + Size
  298. Actions: Feats of Destruction: (5 + Size) dice (may
  299. attempt Strength 3 feats, or 5 at Size 5); Flight: 8 dice;
  300. Resist Disease/Poison: 6 dice; Senses: 6 dice
  301. Resolve 4, Guile 1
  302. G r e l i da k a , t h e T h o u s a n d Hungry W i ngs
  303. COMBAT
  304. Attack (Claw): (7 + Size) dice (Damage 11 + Size)
  305. Attack (Peck): (7 + Size) dice (Damage 7 + Size);
  306. Tags: Piercing
  307. Combat Movement: (7 + Size) dice
  308. Evasion 6, Parry 4
  309. Soak/Hardness: (2 + Size)/0
  310. SPECIAL ABILITIES
  311. Blot Out the Sun: Terrain within short range of a
  312. grelidaka is considered difficult, and characters within
  313. it suffer an Evasion penalty equal to the grelidaka’s
  314. (Size/2), rounded up. At Size 5, the area of effect increases
  315. to medium range. Characters who otherwise
  316. ignore difficult terrain still suffer the Evasion penalty.
  317. From One, Many: A grelidaka comes into being
  318. as a Size 1 battle group with elite Drill and Might 1.
  319. When its Magnitude track fills with damage, it gains a
  320. level of Size instead of losing it. For every Magnitude
  321. box marked with damage, add +1 to the grelidaka’s
  322. dice pools; these bonuses vanish whenever Magnitude
  323. refreshes. If the group grows to Size 5, the next
  324. time its Magnitude track fills with damage, it splits into
  325. two Size 3 grelidaka. Once the two flocks finish off
  326. their current prey, they go their separate ways.
  327. MERITS
  328. Legion Swarm Tactics: The grelidaka adds Size
  329. to its pools for feats of destruction and combat movement
  330. in addition to the usual traits.
  331. Mindless: Grelidaka treat all social influence as unacceptable
  332. and have perfect morale.
  333. Storyteller Tactics
  334. A grelidaka is not especially smart. It cares only about
  335. killing, attacking the most obvious target rather than
  336. swarming weaker prey. It cannot open doors, though it
  337. smashes through obstacles when it can; only sturdy cover
  338. and silence keep a grelidaka out. Once it scours the
  339. area clean, it moves on. It’s not vindictive and doesn’t
  340. hunt down stragglers if it doesn’t immediately perceive
  341. them. It doesn’t recognize individuals as separate from
  342. groups, so if one piece of the whole vanishes during the
  343. fight, it doesn’t realize that “piece” still exists in any
  344. meaningful way afterward.
  345. The specific means of destroying a grelidaka are subject
  346. to Storyteller discretion and player ingenuity. As a rule
  347. of thumb, allow a solution to reduce Size by one if it can
  348. destroy birds wholesale and en masse rather than merely
  349. injuring or killing them piecemeal, but give the flock the
  350. usual defense the threat allows to avoid it. Options include
  351. large explosions and other massive applications of
  352. fire; aerial environmental hazards, such as poison mists;
  353. attacks and spells that affect a large area, such as Death
  354. of Obsidian Butterflies (Exalted, p. 472) or the Dragon-
  355. Blooded Charm Arrow Rain Tempest; creative gambits
  356. with high difficulties that use the environment; and the
  357. like. Characters can also find non-violent solutions, such
  358. as putting the flock to sleep, luring it away from vulnerable
  359. mortals, or sealing it away.
  360. A grelidaka doesn’t flee combat unless a raksha warlord
  361. or Exalted master commands it to.
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