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Post by Amanojyaku on Aug 9, 2018 0:03:14 GMT -6
The Old Gods of the Warp are ancient and overwhelming, inchoate chaos even compared to the more widely-known deities of the era. They are thought to be shadows of what they were, crude shells starved by a lack of direct worship for eons... but even a broken knife can kill in the right place. The Old Gods appear to have turned their attentions inward in that time, no longer caring for the mortal ants now infesting the Wheel. And yet, crude texts and scriptures describing them continue to surface in ancient Warp-fractured hulks, or Warpstone tablets long buried beneath the earth, and in one case a Modron tomb that looked as though a tornado had swept through it with the word emeria etched into every available surface. The following information has been gathered from the aforementioned texts and tablets, as well as word of mouth from several Kor willing to speak of their destroyed homeworld. It has been deemed free of cognitohazardous material by the Ordo Hereticus. Ulamog - The god of incompetence. The Ceaseless Devourer. He exists to consume, and creates nothing in return. Daemon princes, worlds, entire crystal spheres. Ulamog makes no distinction; all that exists, exists to feed his endless hunger. Worship of Ulamog is predatory and reflective of his perfect insatiable nature, and comes with only a few common commandments for his followers: - Waste not, want not. If it is edible, eat it; you may not get a second chance.
- Fire and artillery are sinful concepts, that risk destroying utterly what could be consumed otherwise. Modrons, however, are a glad exception.
- Do not make the mistake of thinking that honor is more valuable than satiation.
Kozilek - The god of singularity. The Truth Incarnate. Kozilek is that he is, and any claims to the contrary are the ravings of a madman at best. To worship Kozilek is to exult in one's self, to exalt the self above all and to transcend existence by the simple act of existing. To do as thou wilt without regard to others who may not even exist... this is the divine solipsism of Kozilek: - Your name is your self. Answer to nothing that does not define you as you define yourself. Labels applied by others are only that - labels, which can be peeled off and reapplied as you desire.
- You are that you are. Accept no plea of guilt or innocence for your own actions; if you had thought you were doing wrong, you would not have acted in the first place, would you? None but you may speak for you, for such words are lies from imaginary figments!
- You are all that is. All that you can trust is in your mind - even your senses can lie to you. It is your mind that gives all things meaning, and only those things and meanings that you choose!
Emrakul - The goddess of duality. Mother of All and of Nothing. What is known of Emrakul comes from scraps said to date back to the War in Heaven, and they paint a terrible picture of Her indeed... if, in fact, She did exist so long ago as to cast Her shadow upon the Modrontyr, it is no wonder they rejected the Warp so fiercely! Hers is the cult of the hedgehog's nightmares, the paradox of selfish nihilism and communal resolve, the desire to end all that is so that She may cast Her dice anew and to simply seek the noodly embrace of a true mother of outcasts. Emrakul asks for but a few things in return: - Be not afraid. The Wheel is filled with horrors that can easily rend flesh and sanity, but they are only your brothers and sisters under Emrakul's shadow. In truth, you are a little horror too, and need only to let it out.
- Be the hand that moves. Every choice you are given is simply that - your choice. Simply because it seems difficult, or a hated enemy is offering it, does not mean every option is terrible. Make your choice, make it your own, and you will rise above such petty manipulators.
- Be'mrakul. All things are one.
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Post by Amanojyaku on Aug 9, 2018 0:09:19 GMT -6
Ulamog is Hunger Incarnate, the god of incompetence who consumes everything and creates nothing. He is consumption without pause or purpose... no ceremonious chewing of a fallen warrior's heart, no desire to sate a need or cure some ill. Ulamog is quite simply the fear of starvation given terrible form, a starved deity left by the wayside as agriculture and food processing eliminated the need to hunt and gather and hope to find enough to last the day. Ulamog's daemons can be identified by their likeness to emaciated humanoids, though typically sporting tentacles in place of legs. They tend to have arms that bifurcate at the elbow joint, ending in bony claws, and bony ridges along their bodies. While they have identifiable heads, daemons of Ulamog never have faces, instead displaying featureless masks of bone. They feed on everything that lives, reducing living things to a chalky dust as they strip worlds to the bedrock. Alone among the Eldrazi daemons, daemons of Ulamog will turn on and consume each other and themselves in the absence of other sustenance, resulting in a summoned swarm being considered an acceptable form of exterminatus in some circles. The Eternal PilgrimsLong ago, a world was lost to the Warp, devoured whole by all three of the great Eldrazi daemons, and the native Kor were scattered across the Wheel. Most of them sought to move on; many were instead brought low by despair, driven to madness and the worship of the Old Gods who destroyed their home. The Eternal Pilgrims are a cult formed around one of them, the mad priestess Ayli. The original members of the group are convinced that their people's hunter-gatherer ways attracted the attention of Ulamog, that their observation of Ulamog's existence attracted Kozilek, and that the conflux of both entities inevitably awoke Emrakul. The Eternal Pilgrims are, in a word, terrorists. They make a habit of appearing on death worlds and feral worlds where agriculture and fixed food-processing plants are terrible ideas at best, where their high-ups can preach against the evils of hunter-gatherer societies and encourage the citizens to settle down and start farms or something. This usually results in people being abducted by the cult for not going along with it, to be sacrificed to Ulamog by way of feeding them to some horrible native beast or, if one can't be found, Ayli's hulking Viashino lieutenant. Either way, Ulamog's brood soon shows up to prove their point shortly after they leave. The FeralThe majority of Ulamog's followers are those who do so unknowingly, chaff and chattel squatting in gutters, deprived of all but whatever small morsels they can find. Driven by maddening hunger, the mind breaks, and the body becomes a slave to it. Feral mortals are near mindless once they reach this point, using stones and fists and teeth to drag down others to eat in an attempt to abate the madness, turning on each other and even attempting to eat stone and plasteel as they eat themselves to death. The resulting bloodbaths are often mistakenly attributed to Khornate cults, at least until the authorities find the lone "whole" body with its burst stomach... Chosen Asset: Mark of UlamogIdiot god though he may be, those who lay claim to a boon of power from Ulamog can at least display their proof. As long as you have at least 1 Favor, you can eat and subsist on any solid material that can fit in your mouth with no ill effect... wood, stone, waste, even actual food if you can get hold of it. Morality: Ulamog10 | Failing to eat what you've killed. | 9 | Failing to kill and eat the wounded. | 8 | Failing to suckle at a bleeding wound. | 7 | Consumption for a purpose beyond your own hunger. | 6 | Allowing illness to be an excuse to not eat. | 5 | Sharing your food with another. | 4 | Passing on a competitive eating challenge. | 3 | Eating slowly. | 2 | Not eating your meat/vegetables. | 1 | Passing on a meal. |
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Post by Amanojyaku on Aug 9, 2018 0:13:45 GMT -6
Older than ambition and bloodlust, older still than contentment and betrayal and desire, there was simply existence. When Life first crawled forth from the primordial ooze, there it saw the Truth of the matter, unsullied and pure: Kozilek, the Distortion. Kozilek, the Singularity, not merely omnipresent but the underpinning of Existence itself. To exist is to lend existence to him, to observe existence is to prove his own. There are many who have come to the conclusion that Kozilek, often given the name Cosi in these modern times, is merely a herald, a great trickster daemon representing the strength of Chaos Undivided. This is patently false; Kozilek is, has been, and will ever be only Kozilek, and the greatest and only trick he has ever played is in allowing the Wheel to believe otherwise. Kozilek's daemons are vaguely insectoid, with segmented limbs sheathed in bony plates. They have no recognizable heads, though unblinking eyes can often be seen beneath the seams of their armor. Greater daemons of Kozilek display great panels of nothingness in the vague semblance of wings. Unlike their incompetent cousins, the daemons of Kozilek do not merely consume, but twist worlds into unrecognizability. Mortal flesh is dissolved, but the minds and souls remain bound to the Materium, molded and compressed by the daemons' passing into spiralling veins of Soulsteel, while the stone and bedrock is twisted into characteristic square spirals of Warpstone. Most daemons aligned to Kozilek are psykers, heavily favoring Abjuration spells. The Ebon MirrorThe nature of the Warp makes any attempt at a survey nearly pointless, though that's not to say it hasn't been attempted; daemons and the Chaos Legions can lay some claim to navigation after all. The Ebon Mirror is an ancient exploratory ship dating back to the height of the Draconic Ascendancy, made with the express purpose of seeding navigational probes throughout the Warp. Needless to say, the attempt failed, and neither the ship nor her captain was heard from again... but there have been stories. Tales of a derelict of Draconic manufacture, found drifting in random parts of space or the Abyss. Tales of several adventuring parties running into each other while exploring said derelict... adventuring parties who boarded the same derelict in several different sectors of the Wheel. Tales of the captain Iphegor, a mute Eldarin wraith often seen haunting upper-level hives near the Abyss, eyes wide with what is presumed to be horror. Exactly what happened to the Ebon Mirror is unkown, but those who have plumbed the hulk's depths have brought back distinctive square spirals of Warpstone, claiming the ship to be a lode of the radioactive material. Others report headless, faceless daemons wandering the corridors, or sitting silent and still in rooms completely lacking in summoning signs. Still more have entered the silent hulk only to find themselves leaving into a completely unknown part of space, without the ship moving. All the same, the Dragons treat the incidents with a sort of lax priority, feigning nonchalance only to investigate themselves when they think no one's looking. Of course, Dragons tend to have a lot of jinx to hand... maybe figuring out the puzzle of the ship might lead a lucky sod to a jinkscore? GEHIRNIt's long been said that the mind is the seat of existence; one thinks, therefore one is. And yet, the existence of Mindless daemons and rap music seems to prove otherwise. The organization GEHIRN researches this inconsistency, seeking perhaps to rectify the poor judgment on the universe's part that led to creatures without minds having semi-divine power while those who actually have the impetus to use it are chew toys. Whatever the reason, at one point it involved trying to lobotomize a brainless daemon to build a robot out of it. Sodding addlecoves lost two head researchers that way. And a third who tried to figure out just how the hell that worked. Chosen Asset: Mark of KozilekKozilek is the yawning chasm before the before, and the darkness at the end of all things; he is nothing and no thing is eternal. Gain a free rank of the Nihilikinesis magic school. You can advance this school as if it appeared in your class progression. Morality: Kozilek10 | Telling an outright lie. | 9 | Thinking before acting. | 8 | Cognitively acknowledging another's input into your actions. | 7 | Trying to cause insanity to happen. | 6 | Failing to cause insanity to happen. | 5 | Not being completely honest. | 4 | Thinking before speaking. | 3 | Acknowledging a non-exalt in any way. | 2 | [THIS SPACE INTENTIONALLY LEFT BLANK] | 1 | Believing that Kozilek had anything to do with what got you to this point. Turkey. |
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Post by Amanojyaku on Aug 9, 2018 0:18:23 GMT -6
She is the sire of all that is, embodying the Warp, the Materium, and the veil that separates the two. She is the sire of all that is not, that which embodies the souls of the Modrontyr and the facial hair of the Eldarin. She who created all from nothing, who begat the void and crystal spheres... who would really, really love to undo that mistake. It is said, in hushed tones of course, that the Lady of Pain is Her avatar, that worship of Her and worship of the Lady is one and the same. Cults in Her name exist all across the Wheel, beings deranged enough to desire a return to nothingness and yet fearful enough that they desire the comfort of others calling out to Her. She is the Sea of Chaos, the Source of all Chaos, the Mother of All and of Nothing... the Lord of Nightmares, M'rakul. Emrakul's daemons are rare in the extreme, as She prefers to extend Her influence through the mutation of chosen mortal pawns. Those that do exist bear noted resemblances to disembodied organs, tentacled masses of soft tissue that tear themselves away from mortal hosts before growing to full size and acting on their own. Daemons of Emrakul lack individuality, acting in perfect synchronicity as if they were disparate parts of the same being... they are, after all, merely Her fingertips reaching through the veil, small parts of the greater being that is Emrakul. They appear to feed specifically on the bonds between organic molecules, dissolving all life in their passing into a blood-tinged soup. Theories that individual minds continue to exist within this primordial ooze have yet to be disproven. Flight NightmareWhile daemons aligned to Emrakul might be rare, cults in Her name are not. Those barmy sods who manage to retain their individuality long enough to properly earn Her favor invariably become Seraphs and join the choir of terror known as Flight Nightmare, a group of horrifically mutated angels that turn blade and tentacle on order and chaos alike. Fortunately, they only seem to turn their ire on mortals in defense of Emeria's cults; though at least one has been known to purge an entire crystal sphere's Human population for no clearly-defined reason. Flight Nightmare's ultimate goal appears to be related to a sort of mass brainwashing, collecting mutants and mortals into one mind. Choose me'mrakul. They fight for the unity of all sentient beings, into a Wheel where nobody has to be alone or fight another for their needs. Take me'mrakul. Flight Nightmare is not terrifying, only misunderstood; they are here to help, not to devour all that you love in a frenzy of corruption and ecstasy. I'amrakul. The MotherlessIt's common knowledge that Aasimar and Tieflings don't just pop up out of nowhere; they're created things, thaumagenetically enhanced to perform in the role of super soldiers against the Aboleth during the War of Monster's Fall. Most share the gene-structure of an ancient primogenitor, a father if you will, and remember being raised by parents of another race. Most chose this change. The Motherless are Tieflings born from corruption in the womb. They follow no gene-template recognized by the Legions of Chaos, and tend much more strongly toward tentacles and other softer and fleshier mutations than their reborn cousins. The name "Motherless" comes from the tendency of the mutant infant to erupt fully cognitive from the womb, killing the mother and any other hapless siblings in the process. Most Motherless Tieflings are hunted down by their Legionnaire cousins, particularly those aligned to Tzeentch, who seems to resent such uncontrolled mutations. Asset: Motherless [Tiefling]Born to the taint of the Old Gods rather than ascended to Chaos, you're rather different from most other Tieflings. Begin play with 10 Corruption. You are no longer removed from play for reaching 100 or more Corruption, but continue to gain Mutations and risk Degeneration as you gain Corruption. Chosen Asset: Mark of EmrakulTime and space, Materium and Empyrean, corruption and purity, all things are one in Emrakul. Begin play with 10 Corruption. You do not risk Degeneration as a result of gaining Corruption, and are not removed from play at 100 Corruption. You continue to risk Mutations as normal. Morality: Emrakul10 | Having less than 100 Corruption. | 9 | Not taking an active hand in manipulation. | 8 | Failing to make a vaguely portentous statement at least once during a scene. | 7 | Referring to yourself as a singular entity. | 6 | Not using magic to bypass a lack of social skills. | 5 | Unknowingly acting as the pawn of another. | 4 | Killing a non-mutant when it is possible to corrupt them instead. | 3 | Attacking a mutant if diplomacy was still an option. | 2 | choose me'mrakul | 1 | Knowingly acting as the pawn of another. |
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Post by Amanojyaku on Aug 17, 2018 17:26:21 GMT -6
Eldrazi SpawnThe Eldrazi are the Warp-spawned monstrosities responsible for the death of the Kor homeworld, daemons of hunger that serve a senseless daemon god of the same. Eldrazi Spawn are the least of the horrors they deliver upon unsuspecting worlds, endless chittering hordes of inchoate things that pre-chew the crystal sphere for the coming horrors. | STR 3 | DEX 3 | CON 3 | CHA - | FEL - | CMP - | INT - | WIS 2 | WIL 1 | Skills: Brawl 3, Perception 2 Speed: 3 Size/Resilience: 3/3 Static Defense: 19 Mental Defense: 5 HP/Resolve: 15/1 Feats: Hard Target, Sound Constitution x4 Armor: Strange flesh (3; all) Attacks: Tentacle Rake (3k1 R; Melee; Brawling) Abilities:- Feeding - Eldrazi Spawn regain Vitae equal to the wounds inflicted by their Tentacle Rake attacks.
- Dissolution - Any body parts lost or creatures killed as a result of damage due to the Eldrazi's attacks or powers dissolve into dust and cannot be recovered.
Traits: Crawler, Daemonic, Fear (1), Mindless, Resource Stat (Vitae; 5), Stuff of Nightmares Gear: - Level: 1 Eldrazi ScionBigger and slightly stronger than the Spawn are Eldrazi Scions, rough analogs to general infantry. Scions are more capable of fighting back than the Spawn are, and are usually the second wave in an Eldrazi incursion. | STR 4 | DEX 4 | CON 4 | CHA - | FEL - | CMP - | INT - | WIS 3 | WIL 2 | Skills: Brawl 4, Perception 3 Speed: 4 Size/Resilience: 5/4 Static Defense: 23 Mental Defense: 5 HP/Resolve: 20/2 Feats: Hard Target, Sound Constitution x4 Armor: Strange flesh (4; all) Attacks: Tentacle Rake (4k1 R; Melee; Brawling) Abilities:- Feeding - Eldrazi Scions regain Vitae equal to the wounds inflicted by their Tentacle Rake attacks.
- Dissolution - Any body parts lost or creatures killed as a result of damage due to the Eldrazi's attacks or powers dissolve into dust and cannot be recovered.
Traits: Crawler, Daemonic, Fear (1), Mindless, Resource Stat (Vitae; 10), Stuff of Nightmares Gear: - Level: 2 Eldrazi DroneWhile the Spawn masticate and the Scions fight, Eldrazi Drones consume. These beasts are rarely seen in the first several waves, and their appearance only tends to make things worse; many cutters simply lose all hope when Drones are sighted. | STR 5 | DEX 4 | CON 4 | CHA - | FEL - | CMP - | INT - | WIS 4 | WIL 2 | Skills: Brawl 5, Perception 4 Speed: 4 Size/Resilience: 7/6 Static Defense: 20 Mental Defense: 5 HP/Resolve: 20/2 Feats: Hard Target, Sound Constitution x4 Armor: Bone-like ridges (8; all) Attacks: Tentacle Rake (7k2 R; Pen 5; Melee; Brawling, Reach) Abilities:- Brood Birthing - An Eldrazi Drone can spend 3 Vitae to spawn an Eldrazi Spawn as a Full Action.
- Dissolution - Any body parts lost or creatures killed as a result of damage due to the Eldrazi's attacks or powers dissolve into dust and cannot be recovered.
- Feeding - Eldrazi Drones regain Vitae equal to the wounds inflicted by their Tentacle Rake attacks.
- Celerity - As the Vampire power.
Traits: Armor Plating (4), Crawler, Daemonic, Fear (2), Mindless, Resource Stat (Vitae; 15), Stuff of Nightmares Gear: - Level: 3 Eldrazi ProcessorEldrazi Processors are truly things of nightmares, great daemonic beasts the size of a battle tank, that can take what other Eldrazi consume and create yet more nightmares from it, while consuming themselves. Very few worlds are known to have survived an Eldrazi invasion that has reached the stage at which Processors appear. | STR 5 | DEX 5 | CON 5 | CHA - | FEL - | CMP - | INT - | WIS 5 | WIL 3 | Skills: Brawl 5, Perception 5 Speed: 5 Size/Resilience: 12/9 Static Defense: 16 Mental Defense: 5 HP/Resolve: 25/3 Feats: Crushing Blow, Hard Target, Sound Constitution x4, Swift Attack Armor: Bone-like ridges (13; all) Attacks: Tentacle Rake (8k3+2 R; Pen 5; Melee; Brawling, Reach) Abilities:- Brood Birthing - An Eldrazi Processor can spend 3 Vitae to spawn one Eldrazi Scion or two Eldrazi Spawn, or 5 Vitae to spawn an Eldrazi Drone, as a Full Action.
- Channeling - Whenever a lesser Eldrazi within 10m of an Eldrazi Processor regains Vitae, the Processor can take 1 of those Vitae for itself.
- Dissolution - Any body parts lost or creatures killed as a result of damage due to the Eldrazi's attacks or powers dissolve into dust and cannot be recovered.
- Feeding - Eldrazi Processors regain Vitae equal to the wounds inflicted by their Tentacle Rake attacks.
- Celerity - As the Vampire power.
- Potence - As the Vampire power.
Traits: Armor Plating (8), Crawler, Daemonic, Fear (3), Mindless, Resource Stat (Vitae; 20), Stuff of Nightmares Gear: - Level: 4 Eldrazi TitanThus far, only the Kor have had the terrific misfortune of seeing an Eldrazi Titan make landfall on their world. Titans are tremendous, reality-defying beasts that seem to expand to fill one's perceptions, ravenous monsters whose appearance can only signify the end of a world. | STR 7 | DEX 6 | CON 6 | CHA - | FEL - | CMP - | INT - | WIS 5 | WIL 5 | Skills: Brawl 6, Perception 6 Speed: 7 Size/Resilience: 25/16 Static Defense: 18 Mental Defense: 5 HP/Resolve: 60/5 Feats: Crushing Blow, Hard Target, Lightning Attack, Sound Constitution x2 Armor: Bone-like ridges (14; all) Attacks: Tentacle Rake (10k6+2 R; Pen 5; Melee; Brawling, Reach, Volatile) Abilities:- Dissolution - Any body parts lost or creatures killed as a result of damage due to the Eldrazi's attacks or powers dissolve into dust and cannot be recovered.
- Life-Draining Aura - An Eldrazi Titan is constantly surrounded by an Energy Aura effect that affects all creatures within 10m of the Titan.
- Feeding - Eldrazi Titans regain Vitae equal to the wounds inflicted by their Tentacle Rake attacks or Life-Draining Aura ability.
- Living Stone - As the Strigoi power.
- Thirsting Grotesque - As the Strigoi power, using the Eldrazi's Tentacle Rake attack.
- Celerity - As the Vampire power.
- Potence - As the Vampire power.
Traits: Armor Plating (8), Aura (13), Colossal, Crawler, Daemonic, Fear (4), Mindless, Resource Stat (Vitae; 25), Stuff of Nightmares, Unnatural Toughness Gear: - Level: 5
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Post by Amanojyaku on Nov 23, 2021 16:06:59 GMT -6
Hound of KozilekKozilek's Hounds track down those who see things not meant for mortal eyes, linked by Warp and fate to their victims. They hound their prey relentlessly, neither walls nor distance capable of stalling them for long - only a room without corners can stall them for any appreciable length of time, and it's said that their vengeance is worse for the wait. Not that anyone who's attracted their attention has ever given them the laugh to bark about it. | STR 5 | DEX 4 | CON 4 | CHA 1 | FEL 1 | CMP 4 | INT 1 | WIS 3 | WIL 5 | Skills: Arcana 5, Brawl 4, Forbidden Lore 3 Speed: 18 Size/Resilience: 5/5 Static Defense: 21 Mental Defense: 25 HP/Resolve: 22/9 Feats: Arcane Sight, Calm the Winds, Eldritch Trick (Ether Mastery), Expert Tracker Armor: Strange flesh (4; all) Attacks: Claw (5k2 R; Melee; Brawling) Abilities:- Angles and Curves - The Hound of Kozilek uses Arcana instead of Acrobatics for Dodge tests. It is also capable of tracking any creature by its Warp presence.
- Faceless - The Hound of Kozilek has no face or, indeed, any head at all. Attacks that would hit the Hound's Head miss instead, and it cannot be Blinded or Deafened.
- Absolute Territory - As the Demiurge power. The Light of the Hound's Soul is 3.
- Halo - As the Demiurge power. The Light of the Hound's Soul is 3.
- Feeding - Hounds of Kozilek regain 1 Quintessence whenever they inflict wounds with their Claw attack.
- Crystallization - Any body parts lost or creatures killed as a result of damage due to the Hound's attacks or powers crystallize into twisting Warpstone and cannot be recovered.
Traits: Caster (Abjuration 3), Daemonic, Fear (2), From Beyond, Quadruped, Resource Stat ( Quintessence; 6), Stuff of Nightmares Gear: - Level: 3 Thought-Knot SeerHorrific daemonic growth surrounding a man-sized globe of Warpstone that it is, the Thought-Knot Seer lacks a mouth but knows and intones the names of all that it encounters. The danger posed by it is not direct; Kor tell stories of friends or relatives who have encountered one, only to waste away or be struck down by its fellow daemons while trying to divine eldritch knowledge from the creature's murmuring. | STR 3 | DEX 5 | CON 5 | CHA 1 | FEL 1 | CMP 5 | INT 1 | WIS 6 | WIL 5 | Skills: Arcana 5, Brawl 4, Forbidden Lore 4 Speed: 8 Size/Resilience: 4/5 Static Defense: 35 Mental Defense: 30 HP/Resolve: 20/10 Feats: Calm the Winds, Eldritch Trick (Ether Mastery), Spell Might, Stop the TideArmor: Warpstone skin (7; all) Attacks: Claw (3k2 R; Melee; Brawling) Abilities:- Faceless - The Thought-Knot Seer has no face or, indeed, any head at all. Attacks that would hit the Seer's Head miss instead, and it cannot be Blinded or Deafened.
- Absolute Territory - As the Demiurge power. The Light of the Seer's Soul is 4.
- Halo - As the Demiurge power. The Light of the Seer's Soul is 4.
- Heavenly - As the Demiurge power.
- Feeding - Thought-Knot Seers regain 1 Quintessence whenever they inflict wounds with their Claw attack.
- Crystallization - Any body parts lost or creatures killed as a result of damage due to the Seer's attacks or powers crystallize into twisting Warpstone and cannot be recovered.
Traits: Armor Plating (2), Aura (5), Caster (Abjuration 4, Divination 4, Evocation 3), Daemonic, From Beyond, Resource Stat ( Quintessence; 8), Stuff of Nightmares Gear: - Level: 4 End BringerEnd Bringers are just that - heralds of the end of days, great faceless daemons that exist to enfold worlds in their obsidian wings and lock them into eternal nightmares of suffering at Eldrazi claws even as they disappear from the Wheel entirely. The End Bringers don't discriminate, either... the world at large, the cultists that summoned them, everyone's going to suffer just the same. As with all Eldrazi daemons, the End Bringer takes no pleasure in what it does; it simply does as it does, for its actions are its self. | STR 5 | DEX 5 | CON 5 | CHA 1 | FEL 1 | CMP 7 | INT 1 | WIS 4 | WIL 6 | Skills: Arcana 5, Brawl 5, Forbidden Lore 5 Speed: 10 Size/Resilience: 9/8 Static Defense: 19 Mental Defense: 40 HP/Resolve: 27/13 Feats: Adamant Will, Calm the Winds, Eldritch Trick (Ether Mastery, Fatal Mastery), Qliphoth Emanation, Stop the Tide, Touch Spell Specialization Armor: Warpstone flesh (10; all) Attacks: Claw (5k2 R; Melee; Brawling, Reach) Abilities:- Faceless - The End Bringer has no face or, indeed, any head at all. Attacks that would hit the End Bringer's Head miss instead, and it cannot be Blinded or Deafened.
- Absolute Territory - As the Demiurge power. The Light of the End Bringer's Soul is 5.
- Halo - As the Demiurge power. The Light of the End Bringer's Soul is 5.
- Heavenly - As the Demiurge power.
- Weep and Bear Witness - As the Demiurge power.
- Feeding - End Bringers regain 1 Quintessence whenever they inflict wounds with their Claw attack.
- Crystallization - Any body parts lost or creatures killed as a result of damage due to the End Bringer's attacks or powers crystallize into twisting Warpstone and cannot be recovered.
Traits: Armor Plating (5), Aura (5), Caster (Abjuration 5, Nihilikinesis 5), Daemonic, From Beyond, Resource Stat ( Quintessence; 10), Stuff of Nightmares Gear: - Level: 5
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Post by Amanojyaku on Nov 23, 2021 16:31:22 GMT -6
Abyss FeederThought to be failed Argent Witch initiates, or else poor attempts at artificially creating a Symbiote exaltation, Abyss feeders have only one use: as specialist shock troops for running down powerful individuals. The process of forcing the maddened creature into something usable as a twisted hunting hound utterly annihilates whatever's left of its mind, leaving behind raw predator instinct and gaping eye sockets that are usually sewn shut or covered with metal plates. The mouth, too, is sewn shut to prevent the beast from biting its handlers, though the sutures are often broken when the hunt is on. Abyss feeders run in odd-numbered packs; when the majority are wounded, the rest scatter so that they might regroup. | STR 1 | DEX 5 | CON 6 | CHA - | FEL - | CMP - | INT - | WIS 5 | WIL 6 | Skills: Acrobatics 5, Brawl 5, Perception 5 Speed: 15 Size/Resilience: 4/5 Static Defense: 32 Mental Defense: 5 HP/Resolve: 30/6 Feats: Mute, Fast, All Fours, Blind Fighting, Expert Tracker, Heightened Senses (Scent) Armor: Strange flesh (6; all) Attacks: Nails (2k2 R; Melee; Brawling, Tearing) Abilities:- Daemon's Sense - As part of their conditioning, Abyss feeders lose the use of their eyes and gain a sort of feral awareness. Abyss feeders are always blind, but can "see" any exalt that has spent at least 1 resource point during the scene, in addition to tracking their own prey by scent. They are also always aware of how many Abyss feeders are present in a scene.
- Feeding Time - When an Abyss feeder finds its designated prey, it breaks the sutures binding its mouth to expose the sharp fangs within as a Ready action. In doing this, it loses its Mute hindrance and gains a Bite weapon, which uses the same profile as its Nails. An Abyss feeder regains Vitae equal to the wounds caused by its Bite attack.
- Cheese It! - Abyss feeders are always uniquely aware of how many of their own are present during a fight. If more than half the Abyss feeders in a scene are dead, the rest Disengage from melee as a free action, and Run away from any remaining enemies on their next turn, using the safest routes possible.
- Auspex - As the Vampire power.
- Celerity - As the Vampire power.
Traits: Daemonic, Fear (2), Mindless, Resource Stat (Vitae; 15), Senseless (Sight) Gear: - Level: 3 Orphan of KosiDespite what its name implies, the daemon prince known as an Orphan of Kosi is usually the result of a wildly mutated Emerian cultist. The taint of the Warp runs rampant in the creature's body, begetting a strange Tiefling-like creature apropos of nothing, that usually spends its first hours of life murdering the people that gave it life before running roughshod over the local population in search of meaning. Such a being finds solace in Emrakul, but is often unable to sway others to Her worship. One can, therefore, find solace in the sobbing of an Orphan, for its rareness is not lacking. | STR 6 (8) | DEX 6 | CON 5 (7) | CHA 3 | FEL 3 (1) | CMP 3 | INT 3 (1) | WIS 6 (4) | WIL 6 | Skills: Acrobatics 5, Athletics 4, Intimidation 4, Forbidden Lore 5, Medicae 1, Weaponry 5 Speed: 12 (14) Size/Resilience: 5/6 Static Defense: 41 (35) Mental Defense: 20 HP/Resolve: 27/9 Feats: As Without So Within, Diamond Body, Eldritch Trick (Fatal Mastery), Frenzy, Greater Frenzy, Motherless, Perfect Self, Quick Draw, Short Fuse, Symbiotic, Trigger Warning, Weapon Focus ( Manhunter Saif), Weapon Specialization ( Manhunter Saif), Wholeness of Body Armor: Wholeness (15 (13); all) Attacks: Symbiont Manhunter Saif (10k2 R; Pen 4; Melee; Reach; OR 10k2 R; Pen 4; Melee; Razor Sharp) Abilities:- Parasite Twins - Each mutation that the Orphan of Kosi gains is treated as a Symbiont or Organic weapon for the purpose of its Symbiotic feat.
- Bloody-Minded - As the Tiefling racial power.
- Fifteen Degrees off Sane - As the Kishin power.
- Power Born of Madness - As the Kishin power.
- Lunatic Insight - As the Kishin power. An Orphan of Kosi has Insight 5.
- Laughing Mad - As the Kishin power. An Orphan of Kosi has Insight 5.
- Madman's Knowledge - As the Kishin power. An Orphan of Kosi has Insight 5.
- Reflexive Psychosis - As the Kishin power. An Orphan of Kosi has Insight 5.
- Delusional Defiance - As the Kishin power.
- Enlightening Madness - As the Kishin power. An Orphan of Kosi has Insight 5.
- Liquefaction - Any body parts lost or creatures killed as a result of damage due to the Orphan's attacks or powers melt into a bloody soup of organic materials and cannot be recovered.
Traits: Caster (Evocation 4), Daemonic, Dark Sight, Martial Artist ( Infernal Monster 5, Viae Furoris 5), Resource Stat ( Delirium; 16), Stuff of Nightmares Gear: Symbiont Manhunter SaifLevel: 5
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