Editing City of Necromancers: Renewing Compacts & Treaties:Dreadhur

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!LUCK
 
!LUCK
 
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Dreadhur can add 1 point to CHA, CON, or INT at chargen, due to his race
 
  
 
===Combat===
 
===Combat===
 
*Hit Die: d10
 
*Hit Die: d10
 
*Armor:
 
*Armor:
*HP: 56
+
*HP: X/Y
  
 
====Weapons====
 
====Weapons====
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Mettle 8/8
 
Mettle 8/8
  
*'''Favored Weapon''' - '''greataxe, crossbow, lance'''
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*'''Favored Weapon''' - '''(choose 3)'''
 
**When you ''take a moment to catch your breath and focus your energy'', reset your mettle to its maximum.
 
**When you ''take a moment to catch your breath and focus your energy'', reset your mettle to its maximum.
 
**When you ''make any move with a favored weapon'', before you roll you may spend 1 mettle to take +1 to that roll.
 
**When you ''make any move with a favored weapon'', before you roll you may spend 1 mettle to take +1 to that roll.
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===Cleric Moves===
 
===Cleric Moves===
'''God:''' Vecna | '''Tenet:''' Never reveal all you know | '''Domains:''' Undead, Dominance<br>
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'''God:''' Vecna | '''Tenet:''' | '''Domains:''' <br>
 
Favor 8/8
 
Favor 8/8
  
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**When you ''make any move roll that falls within the domain of your deity'', you may spend favor before you roll the dice to increase the result by +1 for each point of favor spent.
 
**When you ''make any move roll that falls within the domain of your deity'', you may spend favor before you roll the dice to increase the result by +1 for each point of favor spent.
 
*'''Pray''' - When you ''take the necessary time to commune with your deity'', say what that looks like and roll +CHA, taking +1 if you bear your holy symbol, and +1 if you occupy a place sacred to your faith: '''on a 10+''', your prayers are head - restore your favor to maximum, '''on a 7-9''', gain 1 favor; '''on a 6-''', mark the ability used, and the Judge makes a move.
 
*'''Pray''' - When you ''take the necessary time to commune with your deity'', say what that looks like and roll +CHA, taking +1 if you bear your holy symbol, and +1 if you occupy a place sacred to your faith: '''on a 10+''', your prayers are head - restore your favor to maximum, '''on a 7-9''', gain 1 favor; '''on a 6-''', mark the ability used, and the Judge makes a move.
*'''Convert''' - When you ''convince a nonbeliever to join your faith'', gain 1 XP or 2 favor (your choice).
+
*'''Smite''' - When you ''deal damage to an enemy of your faith'', you may spend favor before you roll damage to increase the result by +1 for each point of favor spent.
*'''Lay on Hands''' - When you ''call upon the power of your deity to heal an undead thing or a worshipper of Vecna which you are touching'', burn 1 Constitution and roll +CHA: '''on a 10+''', they heal hit points and/or ability points equal to double your current favor; '''on a 7-9''', they heal hit points and/or ability points equal to your current favor; '''on a 6-''', mark the ability used, and the Judge makes a move. You may not lay hands on yourself or a creature of opposite Alignment.
 
*'''Invoke''' - When you ''call upon your deity to manifest their power'', say what you want to have happen and how it falls within at least one of your deity’s domains. The Judge will assign your request '''hubris''' from 0 (''insignificant'') to 6 (''miraculous''). Then, roll -hubris, +1 if you bear your holy symbol, and +1 if you occupy a place sacred to your faith: '''on a 10+''', your request is granted with duration 3, and may be made permanent if you perma-burn 1 ability point of your choice per point of hubris; '''on a 7-9''', your request is granted with duration 1, but your deity demands proof of devotion—the Judge chooses 1 from the list below; '''on a 6-''', mark XP, and the Judge makes a move.
 
**'''Sacrifice''': take -1 ongoing to Pray until you destroy or tithe something of the Judge’s choosing (silver, blood, something of symbolic significance to your faith, etc.)
 
**'''Exemplify''': take -1 ongoing to Invoke until you satisfy your tenet
 
**'''Atone''': take -1 ongoing to Invoke until you gain at least 1 favor
 
**'''Evangelize''': take -1 ongoing to Invoke until you Convert a nonbeliever
 
**'''Redeem''': you may not Invoke again until you complete a trial of the Judge’s choosing
 
**'''Suffer''': perma-burn 1 point of an ability of the Judge’s choice
 
  
 
===Thief Moves===
 
===Thief Moves===
 
Cunning 6/6
 
Cunning 6/6
  
*'''Tricks of the Trade''' - Areas of expertise: '''stealth, poison, negotiation'''
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*'''Tricks of the Trade''' - Areas of expertise: '''(take 3)'''
 
**When you ''take the time to brood in silence and plot your next move', reset your cunning to its maximum.
 
**When you ''take the time to brood in silence and plot your next move', reset your cunning to its maximum.
 
**When you ''make any move that falls within an area of your expertise'', after you roll you may increase the result by 1 for each point of cunning you choose to spend.
 
**When you ''make any move that falls within an area of your expertise'', after you roll you may increase the result by 1 for each point of cunning you choose to spend.
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*
 
*
 
*
 
*
*'''Templar''' -  You have sworn to devote your life to Vecna, and are now Blood (warrior), Fingers (thief/assassin), and Memory (priest) of Vecna, with Cleric Basic Moves and the ability to take Advanced Moves from the Cleric playbook.
 
 
*
 
*
*'''Smite''' (free: Servant of Vice) - When you ''deal damage to an enemy of your faith'', you may spend favor before you roll damage to increase the result by +1 for each point of favor spent.
+
*
  
 
===Followers===
 
===Followers===
*Darnakk, his executive officer, a floating flaming skull with an officious personality; the skull's been in the army longer than Dreadhur's been alive and has seen many generals come and go.
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*His executive officer, a floating flaming skull with an officious personality; the skull's been in the army longer than Dreadhur's been alive and has seen many generals come and go.
*platoon of 40 Dread Myrmidon zombie soldiers, armed with mace + shield (+1 armor, 1d6, ''close, forceful, stun'')
+
*platoon of 40 improved zombie soldiers
**Dread: They rise again, after falling in battle the first time. They are, however, more susceptible to zombie rot.
 
**Myrmidon: They fight better in ranks, and can pass as living troops from a distance. They require, however, a tighter command structure.
 
  
 
===Gear===
 
===Gear===
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Silver in Hand:
 
Silver in Hand:
 
lance: 1d10, wt 3, ''reach, forceful, stun, 2 pierce, awkward''. Mounted combat will be relatively abstract, at least to start.
 
  
 
=====Gate's Bane=====
 
=====Gate's Bane=====
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*Favor inherent in the sword can be applied daily to Smite attacks
 
*Favor inherent in the sword can be applied daily to Smite attacks
 
*Intelligent: Gate's Bane thinks of itself as a prophet. It is Chaotic (disrupt a prevailing order), is motivated by celebration, and finds payment through vengeance. Its Virtue is hopeful; its Vices vengeful and stubborn. It's doubtful about your leadership (-1 Loyalty). It's adept: +1 Quality with tags Rebellion-wise, Athletic, Sensitive to Magic. It is charismatic and a veteran of many engagements. It likes to slack off.
 
*Intelligent: Gate's Bane thinks of itself as a prophet. It is Chaotic (disrupt a prevailing order), is motivated by celebration, and finds payment through vengeance. Its Virtue is hopeful; its Vices vengeful and stubborn. It's doubtful about your leadership (-1 Loyalty). It's adept: +1 Quality with tags Rebellion-wise, Athletic, Sensitive to Magic. It is charismatic and a veteran of many engagements. It likes to slack off.
 
=====Gloaming Shroud=====
 
There's no cost to ''Hide in shadows''. ''Move silently'' results are always one tier higher, unless your equipment would give you away (no auto-successes sneaking in plate).
 
  
 
===Notes===
 
===Notes===
 
*''Tell me something about your group of tieflings in Rahesh.'' Tieflings are just damn happy to be in a place where nobody looks askance at you because your great-great-to-the-tenth-grandfather signed an infernal contract without reading the fine print. In fact, they're a valued part of society for their racial abilities and the bits of Bael Turathi knowledge they've held on to. The downside of this is that it's a closely knit society that's dominated by the old Highborn families and there's huge pressure to support your clan through hard work and unquestioned loyalty to the clan first and the city second. You know, an immigrant community. Up front it's all colorful ethnic festivals and funky ethnic restaurants, and behind the scenes it's a cold-blooded struggle for power and grudges that date all the way back. My character is really good at what he does, but has a hard time conforming to the strictures of traditional Tiefling society, so spends more time among men and drow.
 
*''Tell me something about your group of tieflings in Rahesh.'' Tieflings are just damn happy to be in a place where nobody looks askance at you because your great-great-to-the-tenth-grandfather signed an infernal contract without reading the fine print. In fact, they're a valued part of society for their racial abilities and the bits of Bael Turathi knowledge they've held on to. The downside of this is that it's a closely knit society that's dominated by the old Highborn families and there's huge pressure to support your clan through hard work and unquestioned loyalty to the clan first and the city second. You know, an immigrant community. Up front it's all colorful ethnic festivals and funky ethnic restaurants, and behind the scenes it's a cold-blooded struggle for power and grudges that date all the way back. My character is really good at what he does, but has a hard time conforming to the strictures of traditional Tiefling society, so spends more time among men and drow.
*adopted son of the legendary general Barazar Solace ''What is Barazar Solace most famous for? Who was his greatest rival?''
+
*adopted son of the legendary general Barazar Solace ''What is Balazar Solace most famous for? Who was his greatest rival?''
 
*daughter, '''Lily''', aged 11, "too old for dolls" she says
 
*daughter, '''Lily''', aged 11, "too old for dolls" she says
 
**''Name someone who knows your secret, either because you trusted them with it or through some accident.'' My foster father, '''Bazaran Solace'''. He is a mighty vampire lord and has been very good to me all these years, lately he’s been nagging me to grow up and abandon life to take the next step, and he wants me to become a vampire like him. “We vampires are good at protecting our descendants,” he reminds me, and “If you think I raised you up just for you to die a mortal death in a gutter somewhere, you’re even thicker than I thought you were.”  
 
**''Name someone who knows your secret, either because you trusted them with it or through some accident.'' My foster father, '''Bazaran Solace'''. He is a mighty vampire lord and has been very good to me all these years, lately he’s been nagging me to grow up and abandon life to take the next step, and he wants me to become a vampire like him. “We vampires are good at protecting our descendants,” he reminds me, and “If you think I raised you up just for you to die a mortal death in a gutter somewhere, you’re even thicker than I thought you were.”  

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