Tuesday, December 18, 2012
The Heart of Fayn
This artifact was once a minor artifact, an accident made into a gate to the abyss. Its orignal potential and purpose were lost due to the fumblings of the faynish priests attempting to harness its power. Recently empowered by a relic of Modien Tassle, the artifact once known as the gate stone has been transformed into a powerful faynish artifact, the Heart of Fayn. Once the vessel was able to contain his power, fayn set his evil upon the artifact, transforming it, and its owner, into a powerful conduit of evil, corruption, and sin. The Heart of Fayn now represents what it was meant to, it is the will and desire of fayn, the sin and corruption that courses through his veins, and the evil core that drives him. All powers of the original Gate Stone are lost, destroyed by its transendence, and the new artifact mirrors some of those, but also has a power all its own.
Dimensional Portal - The Heart of Fayn has a demi plane attached, a monstrous plane filled with faynish angels and other evil denizens. It is very possible that somewhere within that very plane, fayn himself rests. The portal opens to a small island, where exists a massive castle of black stone, doors and gates made out of a finely polished obsidian. The liquid surrounding the island appears to be an ocean of blood, and the sky is a greenish color, with gray clouds constantly in the sky, drizzling acidic rain onto the unprotected. Luckily, the Castle is removed from the bad portions of the plane, and is safely tucked away from the noxious fumes in the air, the acidic rain, and the poisonous "waters". The area surrounding the castle is filled with thick dark woods that grow right up to the very edge of the island, showing only about 6 to 10 feet of bone white sand that represents a beach. The Castle has two attachments, a large tower connected to the east wing, and a massive library and study connected to the west wing. The inside of the castle vary according to the owners tastes, but are always lavish, easily reaching a 5 treasure rating in there rarity and worth. No objects inside the castle or plane can leave however. Existing in the castle are several servants, all angels of fayn, all female. the servants appear to be succubus, but have horns, bottle green eyes, and exude an aura of lust. They willingly do any and all tasks for the master of the house, though they too can never leave the plane. The bearer of the Heart of Fayn need only touch a mirror that is large enoug to act as a physical portal to enter the plane. Only those that are given permission to enter the plane may also do so. A portal once created is permanent (although only to the bearer and those allowed) until another is created. Anyone entering the plane always exits the same portal they stepped through.
The heart of fayn has lost most of the demonic energies that once ran through it, as a gate most of those energies had faded over time anyways. The heart however did become more powerful in other aspects.
The Heart of Fayn represents sin. By taking on a mantle of sin one can become more powerful. When attuned to a sin others around the bearer of the heart also feel its presence (this is only for role playing purposes.) So one bearing Wrath would cause people to feel slightly agitated, Lust would cause those nearby to crave carnel pleasures etc. The bearer of the Heart most always have a mantle of sin activated. The bearer of the heart need not seek out others with a branded mantle to gain there power, Fayn is sin, and all that sin flowed into the heart during its creation. At the beginning of each session you must choose a Sin, this is the sin you represent through the story. Though Kaliora has a sin brand and gains power from it, it no longer controls her, she represents all sin now. Kaliora chooses one of the below sins as her primary sin. She always from this point on has that sin attuned and gains access to all its powers and benefits, it cannot be changed. Kaliora also gains a sin as stated above that has to be chosen at the start of every session.
Wrath Abilities -
1- Any succesfull attack you make does at least five levels of damage. This does not translate into successes, but simply causes any damage you do to be a minimum of five levels. This ability does not add five levels of damage, just causes the minimum damage you can do to be five. If you rolled one level of damage on an attack, it would be boosted up to five. Be warned, slapping someone, a defensive kick, all could become deadly. The five levels of damage are before soak and armor.
2 - Increase your physical stats by 2. This can increase there value above 5.
*Once per Scene - You can fire off a 10 level damage blast of sheer force. The range goes out to 40 yards.
*Once per Session - You can focuse your hatred and rage at an opponent within ten yards by emitting a horrible scream of sheer hate. The opponent must score three successes on a willpower roll. If the opponent fails the check it explodes, its body bursting apart with tremendous force. The explosion effects an area 20 yards around the target, and every creature aside from you takes 10 levels of damage. The damage can be soaked as per normal.
Greed Abilities -
1 - You have a treasure rating of five. No matter how much you spend, you gain more coin. As a representative of greed you can never give any of your treasure or bought goods away with out gaining something of at least equal value.
2 - Dont worry about rolling for your treasure roll, you always succeed. There is still a limit to what you can find and buy within the course of a story, and you may not have the time or chance to get what you want in certain situations.
*Once per Scene - You can cause any intelligent creature that has a need or value of money to stop and listen to you. This pause is always because of a promise of coin or reward. The pause allows for social diplomacy or other forms of persuasion, or sometimes just serves as a chance to distract or stall your opponent. This ability has a range of 10 yards.
*Once per Session - You can buy someones favor. This ability has a range of 10 yards. This power forces an opponent to score three successes on a willpower roll, failure means that you must give up something in return for a service. The service cannot require more time than a week, but can be as complicated or simple as you desire. The service needs to be something the person could aquire with his skill, otherwise he wont take the deal for the sheer purpose that he could not complete his end of the bargain.
Lust -
1 - You have an allies rating of five. These allies can be split up and allocated as you want, and can be a single ally, or several allies of varying ratings, so long as the total adds up to five. When the sin is chosen choose who the allies are, if this is a permanent sin you may choose new allies at the beginning of every session. (assume that the allies lasts through the downtime up until the start of the next session regarding rolls, services etc.)
2 - All social attributes are increased by 2, this can take the attributes to a rating above five.
*Once per Scene - You can gain an automatic success on any roll involving a social attribute.
*Once per session - You can gain control over a person with the promise of carnal pleasure. Lust drives people to acts that even greed cannot, and can cause rational people to do irrational things. A target within 10 yards of you must gain three successes on a willpower roll or being subject to a suggestion of your choice. The suggestion can be anything, though it has to be something that can be done within the scene (lust tends to fade away once the object of said lust is no longer around). Unlike greed people could be ordered to attempt something beyond there means, or potentially suicidal, such as attacking a dragon so that you could get a spell off.
Pride -
1 - Any time you roll dice and score five or more successes on the dice roll (this does not include automatic successes) you regain all your exhausted willpower. (this is not accumulated successes for the purpose of extended rolls, only individual rolls.)
2 - Your dice pools can never be penalized except by abilities that you yourself use.
*Once per scene - re-roll a failed dice roll.
*Once per session - you gain five successes on a single roll. This substitutes the actual roll, and you simply succeed in the best possible manner.
Envy -
1 - You can create an illusion over yourself at will, appearing as any type or race of person within your racial size range, and wearing whatever gear and objects you desire. This is all an illusion of course, and does not allow you to look like someone else, though you might pull off a close or similar appearance.
2 - Raise all your attribute points by 1, this can take the value above the normal maximum rating of 5.
* Once per scene - When anyone rolls five or more successes on a dice roll you can use this ability, you gain an automatic success on that particular roll for the remainder of the scene.
* Once per session - Choose a target, you can steal one non physical (no magic swords devices or the like) magical advantage from the target. The ability disapears from the target and you gain control of that advantage. A target has to be within 10 yards and is only affected if it doesnt score 3 successes on a willpower roll. You use the advantage, along with the available upgrades it has, for the remainder of the session. You still cannot steal advantages you could not attain (such as a template if you already have one). You could steal magic, dynamic sorcery or other forms of magical abilities and use them however you desire. If a target loses the ability it does not gain the ability back until the end of the session.
Sloth -
1 - Whenever you skip a turn you add one to the success of any roll you make the following turn. You can continue to skip turns to add more successes when you finally do decide to act. This functions only on turn to turn scenarios, primarily combat.
2 - All enemies within 10 yards of you lose 2 dice from all of there dice pools. You can effect allies if you so desire.
*Once per scene - One target within 10 yards of you loses his actions for a turn. He can do nothing, not even move or take "free" actions.
*Once per session - A target within 10 yards needs to score 3 successes on a willpower roll, failure means that the target cannot use willpower and cannot put more effort in anything he does than 3 dice worth. The target can still take actions, but barely. A target who's dice pool is already below three uses the lower number instead. This effect lasts one scene.
Gluttony -
1 - you gain a bite attack. Your bite attack is a weaponry attack and you add two to the dice of it. If you have a bite attack already you add the two dice to that bite attack.
2 - you gain a level of health, and a point of willpower anytime you do damage with your bite attack.
*Once per scene - you gain a number of health and willpower points back equal to the amount of damage you do with a bite attack. You can split the number between the two statistics.
*Once per session - Add five successes to your bite attack roll. If you kill your opponent with your bite attack you eat him. He's dead. You gain the number of health boxes he had as new health boxes for the remainder of the session, and they are treated as normal health boxes, capable of being healed etc. You also regain all your willpower points back for eating a person as well.
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The bad - Unfortunately taking in the heart of fayn has its drawbacks. You certainly elevate in power, but you become something similar in appearance to the true form of the dark lord, or at least you can. The corruption of taking in all the sin that fayn has to offer often takes its toll on a mortal vessel.
Kaliora automaticaly gains a point in the features upgrade - All points must be accounted for and represent a physical change.
Kaliora must choose one of the following -
*Elasticity Advantage (Represents tentacles, boneless arms etc)
*Glider Advantage (Represents flaps of skins under the arms or small near vestigal wings)
*Special Movement Advantage (usually supported by a minor physical representation)
Kaliora must choose one of the following -
*Natural Weapon Advantage (supported by a physical representation.)
*Large Size Advantage (obvious)
*Extra Arms Advantage (2 extra pair of arms for a total of six arms)
Kaliora must choose one of the following -
*Breath Weapon Advantage (supported by a draconic visage, or demonic visage)
*Cloud of Vermin Advantage (Supported by a minor physical representation)
*Flight Advantage (Draconic or Demonic wings)
Kaliora is also capable of purchasing Racial advantages at this point to support her corrupted appearance. Once the theme is drawn out the player and GM can decide together which racial advantages could be supported by the idea. Kaliora must permanently assign 3 points to be placed into her physical stats (which can raise the stat beyond its normal limitation of 5), and remove 2 points from either social or mental stats (or 1 point from each), chosen at the players discretion. The corruptive nature shines through whatever ruse you put up, impacting your social capacity on at least some level. The physical stat increase is usually represented by an increase in muscle mass, or a leaner toned muscle for dexterity, and perhaps an increase in general mass for stamina.
Aside from the above "bonuses" there is a matter of the sin itself. Representing a sin means doing just that. Having a sing means you must meet the requirements below. Though the sin will affect the characters RP to some level, it will also have noticeable effects during downtime.
(there are ways around the above taboos, such as spending the first 4 hours of everyday in quiet contemplation, using the allies you gain from lust to sate your appetite, having allies steal something for you and deliver it to you, those channeling gluttony might have a small pouch of dried rations or fruits on them at all time etc.) Assume that during downtime you have the ability to focus on making sure the sins are sated, but during game time when you are more active it is sometimes harder to concentrate on getting the sins sated. This shouldnt be too complicated, simply have your player explain a common routine that would be developed to sate the sin, then inform the player when it might become disrupted. (such as sloth coming into play when Kaliora tries to do a 36 hour spell)
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