Witchblood
The Pale Folk of Fair Elphame
Fairies and demons exist, but this is not their world. They live in dreams and the halls of the dead and under the hills. They are spirits that sometimes mingle with humanity. They are unpredictable and oftentimes cruel, but fair in their dealings once their word is given. They are both honorable and joyously wicked. But this is not their world. Ilder’en is a world of humans. A world defined by humanity. Elves and dwarves and other demi-humans typical of most fantasy RPGs have no place here. As a Swords & Sorcery setting Demons of Light focuses on the trials and lives of ordinary mortals. There are faint traces of the old fairy blood that linger in certain families, but those who carry the blood are not elves. They are still mortal, but a few sparks of knowledge and power have been passed down to them. Those with the old blood are born with strange souls, souls that are not akin to other mortals.
At Level 0 a character must choose if they are fully human or if they have witchblood. Template A of a Witchblood class can only be taken at level 0. Ordinary classes cannot be taken at level 0. If no Witchblood Template is chosen the character is fully human, but they can spend the extra template on a second class choice at 1st level. [Idea from: https://attnam.blogspot.com/2023/12/glog-everything-is-template.html]. All Witchblood classes gain the following ability when they take Template A:
A: Demonic Soul
Your Fate Dice can be spent to Bestow Fate, blessing or cursing actions taken by others. Each die can be applied as either a bonus or penalty to the TN of another character’s Attribute Check or as a plus or minus 3 to a Skill Check’s TN. You cannot use Fate Dice to affect your own rolls.
Nature Devils
The demons of nature and the innumerable genii who dwell in desolation are your kin. They rule over the seven winds, the elements, and the lonely crossroads.
A:
Demonic
Soul, Flayed
God’s Touch
B:
The
Devil’s Benediction
C:
Hell’s
Wisdom
D:
The
Devil’s Cardinal
A: Flayed God’s Touch
Increase your Max HP by 4. Additionally you gain +1 to all Saves against weather and elemental magic.
B: The Devil’s Benediction
Gain one additional MD if you are in a liminal place (on the shore between land and sea, standing in a doorway, the center of a crossroads, etc).
C: Hell’s Wisdom
For each hour you spend wandering aimlessly in nature you gain +1 to all Animal, Herbalism, and Infernalism Skill Checks (Max +3). This bonus only applies to checks related to the area you explored and lasts until you leave the area.
D: The Devil’s Cardinal
As long as you’re not acting threatening you gain a +1 to all Reaction Checks for wild animals and nature demons. You can summon the demon Sabbax by calling him at a crossroad. The first time you do this he will offer you a free Boon (worth 1 Price). All future dealings are dependent on how you negotiate and how amusing you are, but nothing else he offers will be free.
Star Devils
The astral demons who rule over time and govern the progression of the seasons are your forebears. They are the seven planetary intelligences and the spirits of every hour. Sometimes their offspring fall to earth as meteors and infect a nearby creature with their consciousness. These hosts are quite mad, but their descendants carry a power that belongs to the stars.
A:
Demonic
Soul, Red
Ruin
B:
Chain
of the
Elect
C:
Fallen
Wisdom
D:
The
Convergence of Time
A: Red Ruin
Once per day when you take Strange Drugs you gain an additional OD. If you will it, poison counts as a Strange Drug when you ingest it.
B: Chain of the Elect
Gain one free rank in Astrology or Psychism. Each time you level up gain an additional free rank in either skill.
C: Fallen Wisdom
You can automatically succeed on a Save or win an Initiative check. Gain one Doom Die each time you do this.
D: The Convergence of Time
Once per round as a free action you can draw luck, power, or vitality from your own future existence. Gain one Fate Die, one MD, or heal d6 HP. After the current battle is over (or in 10 minutes) gain one Doom Die, one Corruption Die, or take d6 damage (depending on what you borrowed). You may do this as many times as you wish.
Eternal Devils
The immortal demon gods who watch from outside the bounds of eternity. Their earthly representative is a deathless enchantress. Her people are forbidden from ever aging or acknowledging that time exists. Mortals call her the Green Incantrix. You share their blood. That or something far more ancient and terrible sired your line.
A:
Demonic
Soul, Fair
Glamour
B:
Winter
Sage
C:
Blaspheme
Fate
D:
Green Enchantment
A: Fair Glamour
You
learn how to use illusions to make yourself beautiful. All reaction
checks related to your appearance or attractiveness gain +1. The
touch of iron breaks the spell. Additionally gain one free rank in
Disguise and Sophistry.
B: Winter Sage
Gain one free rank in any Esoteric Skill. Each time you level up gain an additional rank in an Esoteric Skill.
C: Blaspheme Fate
You can decide to Crit a check without rolling. If you do you instantly become Doomed. You cannot use this ability again until all of your Doom Dice are removed.
D: Green Enchantment
You may speak lies to the world itself, weaving a tapestry of falsehood so convincing the world realizes it was mistaken and you were right and changes itself to conform to your deceit, making it true after all. Make a Sophistry check to reshape nature in small but obviously unnatural ways. Small objects can be transformed into different but similar things, the instincts of animals can be twisted, and natural formations or phenomena altered in small ways. A freezing river could become warm and refreshing, a wolf pack could be made docile and friendly, or an apple could be transformed into a plum. This ability has no effect on people, iron, or anything belonging to civilization. Using this power successfully expends a Fate Die. The DM may set a penalty for the skill check depending on the complexity and degree of change you are trying to force upon reality. Another magic-user can actively oppose you if they have an appropriate spell. The change you create lasts 10 minutes.
Bornless Devils
They are anti-cosmic void angels that fell into material existence. The journey changed them, bound their essence to concepts antithetical to their origin. Now they live by byzantine and cruel laws they themselves invented, each devil full of contradictions and a sad malice. Mortals know them as Fairy and fear to draw their notice. They love to abduct children and replace them with other things.
A:
Demonic
Soul, Changeling
B:
Second
Sight
C:
Natural
Witch
D:
Member
of the Court
A: Changeling
You
are either a changeling or the descendant of a changeling. You are
bound to Fairy by obligations you don’t fully understand, but they
also owe you something in turn. Roll for one Boon (see the Witch Class).
It costs one additional Price above the listed amount.
B: Second Sight
Gain four free ranks in the Second Sight Skill.
C: Natural Witch
You gain one Familiar and two Imps. This automatically grants you Template A of the Witch Class.
D: Member of the Court
Your lineage grants you certain rights within Fairy. All Boons you gain from fairy nobles cost one less Price (minimum 1). When you enter a Fairy Hill for the first time you only have a 1-in-6 chance of disappearing forever (instead of the usual 2-in-6 chance).
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