MHI Campaign Planner
Homunculus
Rogue Witches are known for utilizing human sacrifice to fuel powerful rituals, a common shortcut to power. Normally, only one person can be sacrificed per ritual. This coven of witches has uncovered an ancient text with the secret to uncapping this limitation. A sequence of three rituals was detailed:
1. A very ancient and extremely rare Alchemy formula is used to fuse the whole corpse (not ashes or pieces) of a Demon Lord and Master Vampire, creating the inanimate shell of a Golem.
2. During a solar eclipse, in a Place of Power used for over 1,000 years, and with a total of 10 Witches, the souls of up to 100 people could be transformed into magical energies and combined into a singular artifactâa Powerstone (sometimes called Philosopherâs Stone)âusable only to fuel the final ritual.
3. The Golem shell is infused with the energy of the Powerstone to create a Homunculus, a nearly invincible magical construct, totally under the control of the lead caster.
The Witches located a secluded Convent in the mountains. The land was an ancient magical site, used by the first people to live in this land until the Convent was erected over it. Coupled with the many souls of the chaste, this provided the ideal location for the ritual. The hunters discover it too late. They must learn where the Witches have gone and what they plan to do with the Homunculus, lest any more innocent lives should be lost.
Discovery: Either a PCâs Ally, Contact, Dependent, or Patron informs them of the recent slaughter, or someone receives a vision via Blessed, Precognition, or Prophetic Dreams. Either way, there is no way to stop the Witches from creating the Homunculus. The deed is already done by the time they arrive, having been warned too late.
Investigation: At the Convent, the hunters will find the corpses of a hundred nuns, bound and gagged. There are only signs of minor (expected) struggle, rope chafing, etc.âno external explanation for their demise. The cause of death is purely magical, and very recent (within 24 hours). Only a few minor traces of the Witches remain at the site, which will lead the hunters back to the nearest town (from which they headed into the mountains).
The hunters must race against time to find out what the Witches were up to, track them down, and identify them before they skip town. Theyâll have to hit the books to find out what sort of ritual took place, revealing the likelihood that a Homunculus was indeed created (and its weaknesses). This should also lend itself to identifying what sort of Witches they are up against.
Sample Clues: (1) Diagnosis or Surgery will confirm no visible cause of death. (2) Thaumatology will reveal that their souls were utilized to fuel a powerful magical ritual. The hunter will know immediately that this SHOULD be impossible. On a critical success, he recalls a rumor of a way to circumvent this limitation, but most consider it a legend. (3) An uncontested Search roll reveals the faded remnants of thaumatological symbols, apparently rubbed away in haste as the perpetrator fled the scene. A followup Thaumatology roll identifies them as consistent with ritual sacrifice symbols. (4) Hidden Lore (Sacred Places) or Archaeology identifies the location as a known Place of Power, but Thaumatology reveals that the location has been drained and severely desecrated by whatever ritual took place, effectively turning it into a permanent Low Mana Zone. (5) Tracking will identify ten sets of tracks leading away from the Convent, back through the forest, down the hill where tire tracks apparently head back to town. (6) Access to an occult library allows the higher of Research or Thaumatology, (or Computer Operations with Internet access) revealing the rumor (confirming if previous discovered) of a method to circumvent the limitation on ritual sacrifice in connection to legends of a Philosopherâs Stone and the creation of Homunculi. These legends do not provide details about the ritual, the purpose of the Philosopherâs Stone, or the capabilities and weaknesses of a Homunculus. (6) Divination (via Path of Chance, or similar), Blessed, Prayer, an active use of Precognition, or a supernatural Contact or Contact Group can provide details on the legend, revealing the nature of the ritual, the Philosopherâs Stone, and the Homunculus (comparable to a Master Vampire or Demon Lord). Rumor has it that the Homunculus has only one weakness: dependency on magic. Any means of severing connection to magic will cause it to die slowly (or faster, if itâs already being killed). Additionally, while its powers may seem limitless, they are actually dependent on the finite resource provided by the Powerstone. If depleted entirely, its powers will stop working, and it can be killed normally.
Pursuit: Scouring the small town for visitors will help zero in on potential hideout locations. The hunters will find a trail leading from small a motel to an abandoned warehouse, where they have housed the Homunculus.
Sample Pursuit: (1) Streetwise or Carousing will reveal that there is a suspicious group of visitors seen around town the last few days. (2) A followup, uncontested Interrogation roll will give the hunters a general idea their last known location. (3) Serendipity may be used to coincidentally stumble upon one of the Witches using minor Telekinesis to Filch from a convenience store. (4) Alternatively, the hunters can call around to local motels, asking if there has been a group of ten individuals staying there. Use Diplomacy, Fast-Talk, or Acting to convince the proprietor to divulge the information. (5) Either way, the hunters will run into a Witch somewhere, doing something obviously Witchlike. Use Shadowing or Stealth-4 to follow him in a crowd (e.g. if at a convenience store), Stealth or Shadowing-4 if no one is around (if near the motel). This is a Quick Contest versus the Witchâs Perception or Observation. Success leads the hunters to the hideout: an abandoned warehouse. (6) Failure results in a chase, beginning at Medium Range. The Witch will head through alleyways, into tall buildings, up stairs, over rooftops, etc.âanything to avoid the hunters. Roll a Quick-Contest of the highest of DX, Area Knowledge, Running, or Urban Survival. If one has a higher Move, he is at +2 for every point of difference. Enhanced Move adds a bonus equal to its level x 2. (7) The result sets the range band for the next round: Victory by 0-4 results in no change. Victory by 5-9 allows the winner to shift the range band by one step in his favor. Victory by 10+ allows the winner to shift the range band by two steps in his favor. Range bands are: Close (0-5 yards), Short (6-20 yards), Medium (21-100 yards), Long (101-500 yards), and Extreme (501+ yards). (8) Capture allows Interrogation or Intimidation to determine the location of the hideout.
Confrontation: Witches will be physically weak, but each have the subtle improvisation of Ritual Path Magic at their disposal, in addition to at least a dozen charms: (1) Lightning Bolt: 3d burn (Side Effect: Stunning; Surge); (2) Speed Boost: Enhanced Move 0.5; (3) Major Healing: 3d Healing; (4) Magical Shield: DR 10 (Force Field); (5). Casters must have full use of their arms and be able to speak in order to use magic. Binding their hands (or crippling their arms) and gagging them will prevent them from working rituals, if capture is attempted.
The Homunculus is extremely strong (ST 50), fast (Move 25), and almost impossible to kill (HP 50, Unkillable 2). While it lacks any sort of Damage Resistance or any form of resistant to pain/shock (not even High Pain Threshold), it is treated as Homogenous (No Brains, No Vitals), requires twice the usual injury to cripple a limb (50 for arm/leg, 25 for hand/foot), and regenerates 5 HP per second! Each second that itâs Regeneration restores HP depletes 1 energy from the Powerstone (a total of 30 energy), which can only be restored by draining a soul. To drain a soul (5 FP/sec), the Homunculus must touch the skin of a victim and maintain constant contact. The Homunculus also will not die as long as it the Powerstone has energy remaining. Each second that the Homunculus is below -250 HP costs an additional point of energy (2 energy/sec while regenerating). Once the energy is completely gone, the Powerstone disintegrates, and the Homunculus becomes unable to regenerate, and must make HT rolls to avoid death (automatically at -250 HP).
While the creature is extremely dangerous, it has no mind of its own and requires constant direction from the Witches to do anything. If the Witches are unable to give verbal orders, the Homunculus will do nothing (only defend itself if attacked). If they are all killed (which it will know intuitively), it becomes permanently Berserk (treat as Battle Rage). In addition, if anything severs the creatureâs connection to magic (e.g. a No Mana Zone, âMagebaneâ potion, etc.), the Powerstone ceases to function as long as the connection is gone. The stone resides where the human heart would normally be, but is much smaller. It can be targeted by magic based attacks at -8. The stone has DR 10 and HP 10. Even 1 point of penetrating damage causes the stone to leak 1 energy per turn (in addition to those drained by Regeneration and Unkillable). If is reduced to 0 HP, it begins leaking 5 energy per turn. When reduced to -10 HP, it is automatically destroyed, and the Homunculus will die normally (and stop regenerating).
Sample Fight: 10 Witches and 1 Homunculus
Witch:
ST: 11; HP: 15; Speed: 6.00
DX: 12; Will: 16; Move: 6
IQ: 16; Per: 12; Fright Check: N/A
HT: 12; FP: 12; SM: 0
Dodge: 10; Parry 10 (Judo); DR: 0
Traits: Combat Reflexes; Magery 5; Ritual Adept.
Skills: Brawling-12; Guns (Pistol)-14; Innate Attack-18; Judo-12; one Path-17, two Paths-16, remaining Paths-13; Thaumatology-17.
Homunculus:
ST: 50; HP: 50; Speed: 10.00
DX: 20; Will: 10; Move: 25
IQ: 10; Per: 10; Fright Check: N/A
HT: 12; FP: N/A; SM: 0
Dodge: 14; Parry: 14 (Judo); DR: 0
Punch (16): 5d+1 cr, made as a Deceptive Attack (-2 to defend).
Kick (16): 5d+1 cr, made as a Deceptive Attack (-1 to defend).
Traits: Berserk (Battle Rage; Only when all Witches die); Combat Reflexes; Energy Reserve 30 (Powerstone: Breaks if reduced to 0; Special Recharge: Leech); Injury Tolerance (Homogenous; Unbreakable Bones); Immunity to All Mind Control; Leech 5 (Contact Agent; Drains FP Only; Heals Powerstone); Regeneration (Very Fast)*; Slave Mentality; Unkillable 2*.
Skills: Acrobatics-18; Karate-20; Judo-20.
* Every second of use requires 1 energy from the Powerstone. When depleted, this ability shuts down completely.
Aftermath: If the hunters manage to take out the Homunculus without killing the Witches, they will have to decide what to do with them. Some bonuses may be procured for negotiation attempts: Psychology (by someone who is NOT Callous) gives +1 (+2 on a critical success); Empathy allows a quick contest of IQ with the subject, giving HALF the margin of success as a bonus (minimum +1); Mind Reading gives itâs FULL margin of success as a bonus. Diplomacy may then be used to try to convince them to turn from their evil ways, and turn themselves into the authorities. This is at a base -5 and must be done separately for each Witch. Failure means they are too prideful, set in their ways, etc.
If negotiation fails, Surgery or Esoteric Medicine can be used to permanently disable their spellcasting capabilities without killing them (removing their tongue/voice box, crippling arms). Forensics can be used to frame them for a less obviously supernatural crime to get picked up by the authorities. If they consider this to cruel a punishment, they may think execution more appropriate. If so, the hunters must dispose of the bodies, using Housekeeping to cover up the deed (giving a detective the usual -4 to his Forensics roll in the quick contest if they used industrial cleaner). The Homunculus corpse will rot away at an accelerated rate, leaving nothing but ash within an hour of death.
It may also be prudent to inform the local authorities about the tragedy at the Convent, but the hunters may wish to do some cleaning up beforehand.