a little less messy now, Salt'n'Tar looks good, use Keeps!
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130
issue03/class
130
issue03/class
@@ -1,8 +1,14 @@
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.H1
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The Anointed of Abyssal Slaughter (NPC class)
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.\" vim: filetype=groff nu relativenumber
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.1C
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.H1
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The Anointed of
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Abyssal Slaughter
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.sp 0.2cm
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.PP
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.ft NI
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Thence came the dread pirate Stinkebarter, who had been making the shipping
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Thence came the dread pirate
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.I Stinkebarter ,
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who had been making the shipping
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lanes in this part of the world unsafe for close to a century. Like ravenous
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beasts these monsters threw themselves at their victims. They stank of the sea,
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their skins were full of scales, and their beards were mottled with seaweed and
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@@ -11,8 +17,14 @@ anyone in their path and threw their bodies to the sharks. That was the way of
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the pirates that had laired in those islands for generations. Some said they
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were the cursed of the sea.
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.ft
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- from the anonymous (and justifiably forgotten) novel Scourge of the Sea
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Beasts
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.ad r
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\[em] from the anonymous (and justifiably forgotten) novel Scourge of the Sea
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Beasts
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.sp -.4cm
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.ad b
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.2C
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.PP
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In the depths there are things sleeping for untold aeons. Occasionally one of
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them reaches up from the darkest reaches and touches the existence of the light
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@@ -49,7 +61,7 @@ gods of the sea. And of course they are only half-wrong.
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if intelligent beings are killed and given to the sea in one of
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the holy places of the Coelacanth god, they are counted as sacrifices. The ways
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of the god are unknownable, but in general about 1000 unintelligent beings, 100
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intelligent ones, or 10 Anointed of the Coelacanth god1 will be enough to grant
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intelligent ones, or 10 Anointed of the Coelacanth god will be enough to grant
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the Blessing of Form. It does not matter if they are killed in the water or
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outside, as long as their fresh blood and meat ends as a feast for the ocean
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dwellers.
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@@ -72,18 +84,28 @@ soul to a demon or other being is a surefire way though, so there's that. The
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blessing of form also grants the character an unnaturally long life-span,
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however useful that is. Most afflicted disappear after a few years, some hold
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on for a few hundred years, but ultimately most disappear into the waves.
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(mechanically their lifespan increases to natural lifespan * level of Anointed)
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(mechanically their lifespan increases to
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.I "natural lifespan"
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\[mu]
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.I "level of Anointed" ).
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.PP
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Saving Throws
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Level XP HD THAC0 D W P B S
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1 0 1d6 19 [0] 11 12 14 16 15
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2 2000 2d6 19 [0] 11 12 14 16 15
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3 4000 3d6 19 [0] 11 12 14 16 15
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4 8000 4d6 19 [0] 11 12 14 16 15
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5 16,000 5d6 17 [+2] 9 10 12 14 12
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6 30,000 6d6 17 [+2] 9 10 12 14 12
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7 60,000 7d6 17 [+2] 9 10 12 14 12
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8 120,000 8d6 17 [+2] 9 10 12 14 12
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.1C
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.TS
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center;
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llllcissss
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licicilililililili
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lrccccccc.
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Saving Throws
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Level XP HD THAC0 D W P B S
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1 0 1d6 19 [0] 11 12 14 16 15
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2 2000 2d6 19 [0] 11 12 14 16 15
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3 4000 3d6 19 [0] 11 12 14 16 15
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4 8000 4d6 19 [0] 11 12 14 16 15
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5 16,000 5d6 17 [+2] 9 10 12 14 12
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6 30,000 6d6 17 [+2] 9 10 12 14 12
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7 60,000 7d6 17 [+2] 9 10 12 14 12
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8 120,000 8d6 17 [+2] 9 10 12 14 12
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.TE
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.LP
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Every level roll 1 ability of Coelacanth form, also following changes
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.IP "Level 1:"
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@@ -94,46 +116,68 @@ cannot enter dry land anymore (100 paces past the shore)
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needs to spend half of time breathing water
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.IP "Level 8:"
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cannot breathe air anymore, unavoidable urge to travel to Coelacanth god
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.2C
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.PP
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Every level past the first a character has to make a saving roll against
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Spells or be drawn to the next holy site of the Coelacanth god. (if not yet
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Spells or be drawn to the next holy site of the Coelacanth god. If not yet
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they will become an NPC and spend the rest of their time in the vicinity
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"guarding" the non-existent site. Most of the rare Anointed are just living
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there as hermits, only going out for hunting, some of the larger sites have
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small villages or the equivalent to monasteries of these blood-thirsty
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hermits, others might be more enterprising (raiding the surrounding
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settlements and trade routes as pirates).
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hermits, others might be more enterprising \[em] raiding the surrounding
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settlements and trade routes as pirates.
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.PP
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At level 8 they are drawn to the depths where the Coelacanth god dwells. This
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is an ancient, near-ruined city of the elder adherents of the god, and there
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they are matched against other Anointed ones until they either die a
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sacrifice, or gain the right to challenge the god himself. What happens if
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they kill the god is not quite clear. It might be this already has happened.
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Traits of Form (1d8)
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1. Silvery Scales AC +1
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2. Bulbous Eyes Cha -1, darksight if underwater
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3. Pointy Teeth Bite 1d6 damage
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4. Extra Fins - Double Swim Speed (when undressed)
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5. Webbed hands Swimming speed like land movement
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6. Unhinged Jaw
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7. Aquatic Predator Smell Cha -1 (except for cats)
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8. Hollow Spine: +1 attack if in water
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.KS
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.H2
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Traits of Form (1d8)
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.IP 1. 3
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Silvery Scales AC +1
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.IP 2. 3
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Bulbous Eyes Cha -1, darksight if underwater
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.IP 3. 3
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Pointy Teeth Bite 1d6 damage
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.IP 4. 3
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Extra Fins - Double Swim Speed (when undressed)
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.IP 5. 3
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Webbed hands Swimming speed like land movement
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.IP 6. 3
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Unhinged Jaw
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.IP 7. 3
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Aquatic Predator Smell Cha -1 (except for cats)
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.IP 8. 3
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Hollow Spine: +1 attack if in water
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.KE
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.KS
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.H2
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Quests of the Abyssal Slaughter God (1d10)
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1. Destroy shrine of other religion
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2. Destroy heretics of the Slaughter God
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3. Slaughter criminals
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4. Slaughter innocents
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5. Feast on raw meat
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6. Slaughter land dwellers
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7. Slaughter sea dwellers
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8. Slaughter air dwellers
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9. Challenge other Anointed
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10. Challenge higher level Anointed
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.IP 1. 3
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Destroy shrine of other religion
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.IP 2. 3
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Destroy heretics of the Slaughter God
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.IP 3. 3
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Slaughter criminals
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.IP 4. 3
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Slaughter innocents
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.IP 5. 3
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Feast on raw meat
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.IP 6. 3
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Slaughter land dwellers
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.IP 7. 3
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Slaughter sea dwellers
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.IP 8. 3
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Slaughter air dwellers
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.IP 9. 3
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Challenge other Anointed
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.IP 10. 5
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Challenge higher level Anointed
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.KE
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.PP
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.ne 999
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Note: I recently have come to reevaluate NPC classes as a useful concept. My
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main idea is to see them as the equivalent for specific monsters, but in
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social settings. The idea of the Anointed is similar to the presentation of
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