Thursday, October 30, 2014

BLOOD MAGIC

In Sertorius magic is innate, you are either born a caster or you are not. However the rules of the game hint at other possible sources of magic in the setting. For example items can be created when a Sertori imbues his or her soul into an object and a Sertori skull can be tapped for residual magical energy. Blood Magic takes this idea and runs with it, making magic available to non-Sertori who perform rituals and use Sertori blood to produce magic effects. 

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.

From his tower near Goff-Tel, Goff-Tan has 50 soldiers under his command who are effectively part of his blood cult. He also has many cultists throughout the kingdom and an inner circle of 6 acolytes led by Nathreen. In addition he raised 4 Sertori he found as children who are loyal to him and Gesara: Rom, Ruegar, Ria and Ruga. 

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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