Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- Rantai
- From a distance, a rantai resembles a tangle of red ribbon or scarlet thread drifting on the breeze.
- Then it comes closer, moaning as it moves against the wind, and its true shape is revealed—an
- airborne mass of blood-drenched chains, each link a barbed loop of bone. Dozens of ghosts
- writhe on these hooks, their shrieks blending into a cacophony of woe.
- The rantai collect ghosts for no discernible reason and put them to no visible use. Hundreds or
- even thousands dangle from the barbs of the most ancient of their breed. The agony of these
- fettered spirits only ends if some lesser Underworld predator snatches them, shrike-like, off the
- hooks and devours them—or if they should somehow be freed, either through violence or parlay.
- Centuries of carrying screaming ghosts have taught the rantai most of Creation’s tongues.
- Though they cannot speak, they compel the ghosts bound to them to give word to their wishes.
- But their desires are as alien as their natures, and they may demand peculiar terms to release a
- prisoner—a test of skill that pits the petitioner against the ghost to be freed, the planting of a
- living tree in Underworld soil, the right to name a first-born child.
- Though rantai most often trouble the dead, they can also imperil the living. A wounded rantai
- seeks out a shadowland inhabited by mortals and strips out their skeletons, which it reshapes into
- new rings of bloody bone to replace those it has lost.
- Essence: 3; Willpower: 6; Join Battle: 10 dice
- Personal Motes: 80
- Health Levels: -0x3/-1x6/-2x6/-4/Incap.
- Actions: Feats of Strength: 7 dice (may attempt Strength 3 feats); Fly: 8 dice; Senses: 7 dice;
- Social Influence: 8 dice; Underworld Lore: 8 dice
- Appearance 5 (Hideous), Resolve 5, Guile 6
- Combat
- Attack (Chain lash): 11 dice (Damage 12)
- Attack (Grapple): 9 dice (8 dice to control)
- Combat Movement: 8 dice
- Evasion 2, Parry 5
- Soak/Hardness: 11/3
- Offensive Charms
- Cascade of Chains (10m, 1wp; Simple; Withering-only; Instant; Essence 2): The rantai makes a
- single withering attack against any number of enemies in close range. It gains Initiative as
- normal from the damage roll that inflicted the highest amount of damage, but the total Initiative
- it receives from all other damage rolls cannot raise the total award above 10 (not counting
- Initiative breaks). Against a battle group, this doubles 7s on the damage roll of an attack. Once
- per fight, unless reset by incapacitating an enemy.
- Ghost-Gaoler’s Leash (3m per ghost; Simple; Instant; Essence 2): The rantai unspools the
- lengths of chain that bind ghosts to it, sending them forth to fight on its behalf. Each ghost rolled
- into battle with this Charm has the traits of a war-ghost (p. XX) unless the rantai uses a specific
- ghost it has bound. It cannot send out more chained ghosts than it has points of temporary
- Willpower, although if its Willpower falls below the current number of ghosts it does not have to
- retract any. A character capable of striking dematerialized enemies may attempt a difficulty 4
- gambit against a ghost that has been sent out with this Charm to sever the chain. Success frees
- the ghost, which may either flee or fight alongside its liberator, and deals one level of damage to
- the rantai.
- Impaling Barbs (4m, 1wp; Supplemental; Until released; Essence 2): On a successful grapple,
- the rantai doubles its extra successes to determine how many rounds of control it establishes, and
- takes no Defense penalties for clinching. Attacks that fail to damage it do not cause it lose any
- rounds of control. If it savages a clinched character, it adds +2 damage to a decisive attack or +5
- damage to a withering attack. A ghost that is Incapacitated or crashed while grappled is
- imprisoned on the rantai’s hooks, becoming a slave to the rantai.
- Skeletonize (3m; Reflexive; Instant; Essence 3): As the rantai kills a living creature with a
- decisive attack, it strips out the victims’ skeleton in a shower of gore. The bones crack and writhe
- as they reshape themselves into new barbed links to repair the rantai’s blood-drenched chains,
- healing a single health level. Any decisive attack against a battle group made up of living
- characters offers the opportunity to use this Charm, healing one level of damage per point of
- Magnitude lost.
- Symphony of Woe: (5m, 1wp; Supplemental; Instant; Essence 3): The rantai may treat its Join
- Battle roll as an inspire roll against all enemies to fill them with sadness, terror, or dread.
- Characters who pay Willpower to resist this influence lose three Initiative. Those who don’t pay
- lose two Initiative at the start of each round as they succumb to their dark emotions.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement