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[The Tanists] The Coin-Curse and Its Affects.

Posted by A Bad FeelingFor group 0
A Bad Feeling
GM, 5 posts
Thu 12 Sep 2019
at 03:46
  • msg #1

[The Tanists] The Coin-Curse and Its Affects

Important Stat Blocks

Regular NPC
AC: 9
HD: 1 HP only
-1 to hit
SKill: +0
Morale 6

Named NPC
AC: 8
HD: 1 (1d8 HP)
+1 to hit
Skill: +1
Morale 8

Oskar or Carmichael
AC: 8
HD: 3 (3d8 HP)
+3 to hit
SKill: +2
Morale 9

Naga
AC: 5
HD: 3 (3d8)
Attacks: bite
To Hit: +5
Damage: 1d8 / 1d6 Slaughtering
Move: 30'
Morale: 9
Skill: +2
Madness: 1d8
Saves: 14+
Special: Always under the natural effect of The Gainful Hand, and also knows 1d4-1 black or gray magic spells. A noxious substance erupts from the naga's organ sacs when it's successfully struck by a melee attack. The noxious clear jelly from the sac inflicts 2d6 damage (1d6 Slaughter) on anyone in melee with the naga. A successful Evasion saving throw can reduce this damage by half, rounded up. It can emit this substance once every 5 minutes.

Colony-Man

AC: 6
HD: 2 (2d8)
Attacks: bite + wpn
To Hit: +2
Damage: 1d6 + wpn
Move: 30'
Morale: 8
Skill: +3
Madness: 0/1d6
Special: They breathe whispers of unendurable horror, inflicting 1 Madness on all within 5 meters every round they live. They erupt with biting larvae when they die, inflicting 2d6 damage on all within 5 meters unless victims make an Evasion save. The bite may have special qualities depending on the specific type of parasite nested in the vessel's flesh.

Angel

AC: 6
HD: 1 HP only
Attacks: flaming limb and weapon
To Hit: +1
Damage: 1d4/1d4 Slaughtering and weapon
Move: 40'
Morale: 7
Skill: +1
Madness: 1d6
Saves: 15+
Special:

Ghoul
AC: 6
HD: 3 (3d8)
Attacks: 1d4 (bite) 1d6 x 2 (claw)
Morale 12
Skill: +1
Madness: 1d4
Saves: 13+

Vampire
AC: 4
HD: 6 (6d8)
Attacks: 1d8 (bite) 1d6 x 2 (claw)
Morale 12
Skill: +3
Madness: 1d8
Saves: 12+
Weaknesses: Heart, fire and sunlight. Piercing its heart while helpless or with surprise, or with a -4 to hit, deals double damage and forces the vampire to save or die.
Powers: Can turn invisible once per day for an hour. The invisibility is broken by energetic motion. Always wins initiative over humans. Can climb effortlessly and teleport 30' a round. Anyone who takes damage from the vampire's bite must make a Physical save or a take a -2 penalty to attack rolls for an hour.

Fae-Thing
AC: 8
HD: 1d4 HP only
Attacks: thorny claws x 2
To Hit: +1
Damage: 1d4 / 1d6 Slaughtering
Move: 30'
Morale: 7
Skill: +1
Madness: 1d4
Saves: 15+
Special: Fae-things move in impossibly fast, jittery bursts. They always go first in initiative, unless surprised.
This message was last edited by the GM at 15:18, Sat 02 Nov 2019.
A Bad Feeling
GM, 21 posts
Fri 25 Oct 2019
at 00:19
  • msg #2

[The Tanists] The Coin-Curse and Its Affects

1st Coin - Three dots arranged in a rough triangle shape on one side, blank on the other.
Represents The Third Living Tone, the Interlocutor, the Light That Leaks, the God in the Gaps, the Threefold Crimson Eye.

Aura: Languid pearly-grey aura.
1st Hour - Gains the ability to teleport up to 30', in any direction, through solid materials.
2nd Hour - No change.
3rd Hour - Glows permanently.
4th Hour - Transforms into an angel with Pyrokinesis 4 and the ability to teleport 30'.


2nd Coin - A coin with an irregular shape punched out of its center.
Represents the Howl That Lusts for Ash, also known as the Howl That Was and Shall Be, also known as the Lady Come to Burn Us to Fecund Ash, also known as Tiamat, also known as Astarte, also known as Echnida, also known as the Manifold, also known as Chaos.

Aura: Sickly black and red light.
1st Hour - Permanently learn 1d4 random gray magic spells (Stealing the Road to Hell, Converse with Ancestors, The Seal of the Drowned Kings, Sigil of the Righteous Threshold.
2nd Hour - No change.
3rd Hour - Glows permanently.
4th Hour - Learns an additional 1d4 random gray magic spells (Dust of Scouring False Seeming, The Little House Without Windows, Eyes of Distant Mind and The Messengers of Air) must resist a Magic saving throw or take d20 Madness and learn a random black magic spell, probably the Hierodule's Hymn. Actually using it is instantly 100 Madness. If learning the Hymn, they will astral project into Unfallen Akkad for the duration of the hour, appearing to act "on autopilot".
5th Hour - Becomes a naga. Player characters can make a Magic saving throw to avoid becoming naga.
6th Hour - Player characters must repeat their Magic saving throw to avoid becoming naga.

3rd Coin - A crude stamping of a skull on one side, and an equally-crude representation of a flower or clover on the other.

Aura: A faint purplish phosphorescence.
1st Hour - Immediately enter a hypothermic state. Physical save or take a -2 penalty to attack rolls.
2nd Hour - The character begins suffering from a (not entirely inaccurate) version of Cotard's delusion. Repeat the Physical save, unless already failed.
3rd Hour - Glows permanently. Make a Physical save or die. Those who fail return at the start of the next hour as a ghoul or vampire. Vampires know the spells Scourge of Sanctity, Silver Branch in Blooded Hand, Hex of Lesser Reaping, which can be cast by defiling the altar in the meditation room, Dousing Whole the Wick.
4th Hour - Make a Magic saving throw. On a failure, the target undergoes a vivid hallucination, an astral journey into the Garden of Bone. Those that join the Dance become ghouls, those who journey down to witness the Pale King become vampires. Investigators can get a second Magic save once they arrive in the Garden to realize the danger and turn back.
5th Hour - Repeat the Magic save if it was previously successful. Otherwise learn an additional 1d4 necromancy spells: Opium of the Oracle
6th Hour - Repeat the Magic save if it was previously successful, otherwise no change.

4th Coin - A sunburst on one side, blank on the other.

Aura: A violent, violet coruscation.
1st Hour - Reduce AC to 3.
2nd Hour - Must make a Mental save or undergo horrifying pain, rage or both (d20 Madness to investigators). On a failed save, learn The Final Canon of the Illuminated Forebears.
3rd Hour - Repeat the save. Glow permanently.
4th Hour - Repeat the save. Gain Pyrokinesis-3 (targets take 2d6 (1d8 Slaughter die) damage if they fail an Evasion save).
5th Hour - Repeat the Mental save. Increase Pyrokinesis to 4.
6th Hour - Repeat the Mental save. Reduce AC to 0.

5th Coin - A crude stamping of a leaf. Blank on the other side.

Aura: A trembling blue luminescence.
1st Hour - Make a Mental save. On a failure, NPCs enter a catatonic state. Investigators lose 1d6 Intellignece, Charisma or Wisdom (their choice) on a failed save, or lose 1 attribute point on a successful save. If any mental value drops below 3, the investigator enters a permanent catatonic state.
2nd Hour - Repeat the save.
3rd Hour - Repeat the save. Glow permanently.
4th Hour - Repeat the save. Anyone who was rendered catatonic must make a Physical save or become a fae-thing.
5th Hour - Repeat the save. Anyone who was rendered catatonic must make a Physical save or become a fae-thing.
6th Hour - Repeat the save. Anyone who was rendered catatonic must make a Physical save or become a fae-thing.

6th Coin - A crude representation of a tooth, with a diamond shape on the other side.

Aura: A mottled green and yellow plume.
1st Hour - The target experiences intense hallucinations of bugs on and under their skin. They must make a Mental save or take a -2 penalty to attack rolls.
2nd Hour - Repeat the Mental save if previously succeeded.
3rd Hour - Glow permanently.
4th Hour - Make a Magic save or become a Colony-Man, most likely of ticks.
5th - Repeat the Magic save if successful.
6th - Repeat the Magic save if successful.
This message was last edited by the GM at 18:50, Sat 02 Nov 2019.
A Bad Feeling
GM, 23 posts
Mon 4 Nov 2019
at 18:33
  • msg #3

[The Tanists] The Coin-Curse and Its Affects

AP Report:

Kiara - Blue Whisper
Herbet - Pretender-in-Feaster
Eva - Purple Dawn
Oskar - Three Fold Eye
Cecilia Burns - Pale King
Lucian - Howl
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