Saturday, 6 May 2023

Powers: Pact Magic Revised

Powers: Pact Magic Revised

One of the coolest D&D 3.5 classes was the binder - it was oozing with flavor, and mechanically it had just the right amount of power. I have converted pact magic to GURPS a very long time ago, but looking at it all these years later, I see that it simply isn't appealing compared to other powers I'm using in my games, and that it suffers too much from being a one-to-one conversion from D&D. So, it's time to rework it, and make it cheaper and more appealing. Also, a much more appropriate advantage exists now - Loa!


Entities, that should not exist, reside in a place that cannot be. These entities – feared by the mortals and cursed by the gods – exist beyond life, death, and afterlife. Even the greatest deities cannot affect them, but they can be summoned and used by the weakest mortals. A user of pact magic, called “a binder”, contacts these alien entities, called “vestiges”, using special symbols and rituals. After summoning it, he makes a pact with it to gain some of its supernatural abilities. Pact magic is banned or stigmatized in almost all civilized societies.
 
To be able to bind vestiges, the binder must have the following advantage:
Vestige Binding: Loa (Immediate Preparation Required, 1 minute, -30%; Magical, -10%; Nuisance Effect, Vulnerable to Dispel Possession, -5%; Requires a drawn seal, -10%) [7].
Though you can only bind one vestige at a time, you can have multiple vestiges available for binding. A single vestige costs 7 points, plus 90% of the total point value of the advantages, disadvantages, and skills granted by the vestige. If you have multiple vestiges, calculate the highest-priced vestige and pay for that package; further vestiges cost 7 points each.
 
To bind a vestige the character must draw the vestige’s seal. Any surface and drawing method will do. This process takes 1 minute and requires a successful Symbol Drawing (Binding) skill roll, but the drawn seal can be reused later. The seal must cover at least one hex. Next, the character summons the vestige’s illusory image by calling out its name, title, and performing other ritualistic actions. This takes 1 minute. After the image appears, the pact is forged, and the vestige transfers into the binder’s body. Vestige’s transference into the binder’s body takes 10 seconds, during which the binder can act and fight normally.
The vestige overwrites the binder’s personality, but will still go along with his agenda. The binder keeps his skills, and most advantages and disadvantages, although some traits overwrite the binder’s normal state. The GM should decide when a trait from the vestige’s template would clash or be redundant with one of the binder. If so, see which of the following applies:
- The binder already has the trait, and it has a variable or leveled cost. Sum the points from the binder’s trait and the vestige’s trait, then use that point value to determine the final result. For example, if the binder and the vestige both have Axe/Mace (A) DX-1 [1] and Sadism (12) [-15], then together you have Axe/Mace (A) DX [2] and Sadism (6) [-30]. If there are points left over after this combination, remove them from the vestige’s template, reducing its value (or increasing it, for removed disadvantage points).
- The binder already has the trait, and it has a fixed cost. Remove it from the vestige’s template.
- The vestige’s mental trait is incompatible with one of the binder’s. The vestige overwrites the binder, making him temporarily lose that trait. If the binder’s trait was a disadvantage, then the vestige’s template gains a custom advantage to buy it off; for example, if the binder has Combat Paralysis [-15] and the vestige has Combat Reflexes [15], the vestige also gains Removes Combat Paralysis [15]. If the binder’s trait had a positive cost, the vestige gains a disadvantage to remove it.
- The vestige’s physical trait is incompatible with one of the binder’s. Remove it from the vestige’s template. For example, if the binder has Blindness [-50] and the vestige has Telescopic Vision 2 [8], the vestige loses the Telescopic Vision and its point value drops by 8.
Binding of a vestige costs 1 FP, and the effect lasts 3 minutes; after that period, extended binding costs 1 FP every 6 minutes. The vestige departs if the binder is rendered unconscious. The possession can also be ended prematurely by casting Dispel Possession on the binder.
 
Abysm, the Schismed (Mind’s Eye article)
 
Template
36 points (90% of 39 points)
Psionic Abilities: Fire Ray 2 [12]; Projected Senses 2 [14]; Telereceive 3 (Shallow; Accessibility, Only sapient beings, -10%) [21].
Disadvantages: Brittle [-15]; Disturbing Voice [-10]; Unnatural Features 2 (Your nails become crystal and you “sweat” gem dust, like a maenad) [-2].
Quirks: Can’t use extrnal ER (Psi) sources [-1].
Skills: Expert Skill (Psionics) (H) IQ+1 [8].
Psionic Skills: Fire Ray (H) IQ [4]; Projected Senses (H) IQ [4]; Telereceive (H) IQ [4].
 
Acererak, the Devourer (ToM)
 
                Sign: A gem replaces one of your teeth. If removed, the gem reverts to a normal tooth, and a new gem appears in its place.
                               
Template
46 points (90% of 51 points)
Advantages:
                Paralyzing Touch: Affliction 1 (HT; Magical, -10%; Melee Attack, Reach C, -30%; Paralysis, +150%; Takes Recharge, 5 seconds, -10%; Reduced Duration, 1/60, -35%) [17].
                Detect Undead: Detect (Undead; Magical, -10%) [5].
                Invisibility to Undead: Invisibility (Accessibility, Only to undead, -50%; Can Carry Objects, Light Encumbrance, +20%; Magical, -10%) [24].
Disadvantages: Selfish (6) [-10]; Unnatural Features 1 (Gem tooth) [-1].
Features: Affected by magic as if were undead.
Skills: Expert Skill (Thanatology) (H) IQ [4]; Thaumatology (VH) IQ+1 [12].
 
Agares, Truth Betrayed (ToM)
 
Sign: You cough violently, spewing out rock dust.
 
Template
20 points (90% of 22 points)
Advantages: Combat Reflexes (Magical, -10%) [14].
                Tremor Step: Crushing Attack 4d (Area Effect, 2 yards, +50%; Double Knockback, +20%; Emanation, -20%; Environmental, Touching the ground, -20%; Magical, -10%; No Wounding, -50%; Takes Recharge, 5 seconds, -10%) [4].
                Borrow Language: Modular Abilities (Cosmic Power, 4 points; Languages Only, -50%; Magical, -10%) [16].
Disadvantages: Noisy 4 (Coughing) [-8]; Stuttering (Coughing) [-10]; Truthfulness (6) [-10].
Skills: Strategy (Land) (H) IQ+1 [8]; Tactics (H) IQ+1 [8].
 
Ahazu, the Seizer (Dungeon #148)
 
Sign: Your skin becomes cold to the touch and the inside of your mouth is cloaked in absolute darkness and periodically expels clouds of black smoke.
               
Template
36 points (90% of 40 points)
Advantages: Dark Vision (Magical, -10%) [23].
                Touch of Ahazu: Toxic Attack 2d (Accessibility, Doesn’t affect unholy beings, -5%; Magical, -10%; Melee Attack, Reach C, -30%; Takes Recharge, 5 seconds, -10%) [4].
                Mind of the Void: Immunity to Mind Control (Magical, -10%) [27].
Disadvantages: Kleptomania (12) [-15]; Supernatural Features (No Body Heat) [-5]; Unnatural Features 1 (Mouth of Darkness) [-1].
Quirks: Cannot be resurrected if dies while possessed by this vestige [-1].
Skills: Pickpocket (H) DX+1 [8].
 
Amon, the Void before the Altar (ToM)
 
Template
3 points (90% of 3 points)
Advantages: Infravision (Magical, -10%) [9]; Striker (Horns; Crushing; Cannot Parry, -40%; Limited Arc, Front, -40%; Magical, -10%) [1].
                Flame Breath: Burning Attack 2d (Jet, +0%; Magical, -10%; Takes Recharge, 5 seconds, -10%) [8].
Disadvantages: Bad Temper (12) [-10]; Intolerance (Deities and clerics of sun, law and fire) [-5].
 
Amun-her Khepeshef, Desecrated Scion (Epic Vestiges article)
 
Template
110 points (90% of 122 points)
Advantages: Blessed (Ghost Weapon; Magical instead of Divine, +0%) [15]; DR 5 (Force Field, +20%; Limited, Undead, -60%; Magical, -10%) [13]; Trained by a Master (Magical, -10%) [27]; Unkillable 1 (Magical, -10%) [45].
Life Burst: Burning Attack 3d (Accessibility, Only undead, -50%; Area Effect, 16 yards, +200%; Emanation, -20%; Magical, -10%; No Incendiary, -10%; Takes Recharge, 15 seconds, -20%) [29].
Disadvantages: Intolerance (Undead and Necromancers) [-5]; Supernatural Features (Pallor) [-10].
Skills: Leadership (A) IQ+2 [8].
 
Andras, the Gray Knight (ToM)
               
Template
25 points (90% of 27 points)
Attibutes: ST+2 (Magical, -10%) [18].
Advantages:
Smite Good or Evil: Crushing Attack 2d (Accessibility, Only on unholy or holy beings, -30%; Follow-Up, Universal, +50%; Takes Recharge, 5 seconds, -10%; Magical, -10%) [10].
                Discord: Affliction 1 (Will; Based on Will, +20%; Disadvantage, Berserk (6) (Battle Rage), +30%; Magical, -10%; Malediction 2, +150%; No Signature, +20%; Takes Recharge, 5 seconds, -10%) [30].
Disadvantages: Divine Curse (You must drop anything you hold after 1 minute of combat and retreat; You can’t do anything offensive for 4d seconds after that) [-10]; Incurious (9) [-7]; Low Empathy [-20]; Unnatural Features 4 (Useless vestigial wings) [-4].
Skills: Riding (Horse) (A) DX [2]; Two-Handed Sword (A) DX+2 [8].
 
Andromalius, the Repentant Rogue (ToM)
 
                Sign: You gain an extra digit on each limb. This appendage prevents you from wearing normal gloves or gauntlets.
 
Template
36 points (90% of 39 points)
Advantages: Impersonator 1 (Magical, -10%) [5]; See Invisible (Magical; Magical, -10%) [14]; Talker 1 (Magical, -10%) [5].
                Hideous Laughter: Affliction 1 (Will; Based on Will, +20%; Laughing (Coughing), +20%; Magical, -10%; Malediction 2, +150%; No Signature, +20%; Takes Recharge, 5 seconds, -10%) [29].
Disadvantages: Code of Honor (No thievery, looting and using stolen items) [-5]; Trickster (12) [-15]; Unnatural Features 2 (Extra Digits) [-2].
Skills: Fast-Talk (A) IQ+1 [4]; Observation (A) Per+1 [4].
 
Ansitif, the Befouler (Dragon #357)
 
Template
24 points (90% of 26 points)
Advantages: DR 5 (Force Field, +20%; Limited, Divine, -20%; Magical, -10%) [23]; Resistant to Divine Magic (+8) (Magical, -10%) [14].
Disadvantages: Obsession (Destroy or steal all divine relics) [-10]; Unnatural Features 1 (Charred hair) [-1].
 
Arete, the First Elan (Mind’s Eye article)
 
Sign: Your body's colors alter to become slightly off. Blonde hair becomes too golden, green eyes become too emerald green, and your skin becomes faultless and has no pores.
               
Template
26 points (90% of 28 points)
Advantages: DR 10 (Ablative, -80%; Force Field, +20%; Psychokinesis, -10%) [15]; Resistant to Poison (+3) (Psychometabolism, -10%) [5]; Resistant to Psionics (+3) (Anti-Psi, +0%) [10].
Disadvantages: Unnatural Features 1 (Sign, see text) [-1].
Quirks: When researching something you should search information about Arete and his immortality [-1].
 
Ashardalon, Pyre of the Unborn (Dragon Magic)
 
Sign: A patch of skin over your heart is marked by a deep-hued crimson sigil of a curled red dragon.
               
Template
24 points (90% of 26 points)
Advantages: DR 5 (Force Field, +20%; Limited, Fire, -40%; Magical, -10%) [18].
                Ashardalon’s Presence: Terror (Sight; Your sign shows burning over any clothing or armor when you use this ability; Active, +0%; Magical, -10%; Takes Recharge, 5 seconds, -10%) [24].
Disadvantages: Code of Honor (Always avenge an insult or harm) [-5]; Unnatural Features 1 (Sign, see text) [-1]; Vulnerability (Cold Iron, x2) [-10].
 
Astaroth, the Unjustly Fallen (Cityscape WE)
 
                Influence: Astaroth's influence renders you incapable of taking responsibility for your own actions. You cannot admit any fault, acknowledge any mistake, or make reparations or apologies for any wrong, no matter the consequences or the evidence against you.
 
Template
33 points (90% of 36 points)
Advantages: Charisma 1 (Magical, -10%) [5]; Wild Talent 1 (Magical, -10%) [18].
                Astaroth’s Breath: Affliction 1 (HT; Cone 5, +100%; Magical, -10%; Nauseated, +30%; Reduced Range, 1/10, -30%; Respiratory Agent, +50%; Takes Recharge, 5 seconds, -10%) [23].
Suggestion: Mind Control (Magical, -10%; Suggestion, -40%; Takes Recharge, 5 seconds, -10%) [20].
Disadvantages: Bad Smell [-10]; Delusions (Influence, see text) [-10]; Supernatural Features (Pallor) [-10].
 
Astaroth, Diabolus of Baator (Dragon #357)
 
                Sign: You acquire the stench of brimstone and a cloudy film covers your eyes.
               
Template
32 points (90% of 35 points)
Advantages: Charisma 1 (Magical, -10%) [5]; Danger Sense (Magical, -10%) [14].
                Black Flame: Burning Attack 2d (Armor Divisor, (2), +50%; Magical, -10%; Takes Recharge, 5 seconds, -10%) [13].
Suggestion: Mind Control (Magical, -10%; Suggestion, -40%; Takes Recharge, 5 seconds, -10%) [20].
Disadvantages: Bad Smell [-10]; Intolerance (Devils) [-5]; Unnatural Features 1 (Misty Eyes) [-1].
Quirks: Gloomy and fatalistic [-1].
 
Aym, Queen Avarice (ToM)
 
Sign: While you host Aym, you bear a star-shaped brand on the palm of your left hand or on your forehead, as you choose at the time you make the pact.
                Influence: Aym requires that you give a coin (copper, silver, electrum, gold, or platinum, as you choose) to every dwarf you meet within 1 minute of learning his name, if possible.
               
Template
3 points (90% of 3 points)
Advantages: DR 3 (Force Field, +20%; Limited, Fire, -40%; Magical, -10%) [11]; Lifting ST 3 (Magical, -10%) [9].
                Destructive Punch: Crushing Attack 1d (Accessibility, Only against objects, -10%; Follow-Up, Punch, +0%; Magical, -10%) [4].
                Flaming Halo: Burning Attack 1d-2 (Aura, +80%; Melee Attack, Reach C, -30%; Magical, -10%) [3].
Disadvantages: Greed (9) [-22].
Quirks: Influence (see text) [-1], Unnatural Features (Sign, see text) [-1].
 
Balam, the Bitter Angel (ToM)
 
                Sign: Your voice gains a peculiar quality, becoming both hollow and guttural.
                Influence: Whenever you enter a temple or some other holy or unholy site, Balam requires that you spit on the floor and utter an invective about the place.
               
Template
17 points (90% of 18 points)
Advantages: Combat Reflexes (Magical, -10%) [14]; Luck (Game Time, +0%; Magical, -10%) [14].
                Cold Stare: Burning Attack 1d (Magical, -10%; Malediction 2, +150%; No Incendiary, -10%; Takes Recharge, 5 seconds, -10%; Vision-Based, Reversed, -20%) [10].
Disadvantages: Code of Honor (Influence, see text) [-5]; Disturbing Voice [-10]; Intolerance (Divine Servitors) [-5].
 
Buer, Grandmother Huntress (ToM)
 
                Sign: Your feet turn into satyr’s hooves, giving you a curious tip-toeing gait. These hooves prevent you from wearing normal boots or shoes.
               
Template
45 points (90% of 49 points)
Advantages: Acute Taste and Smell 2 (Magical, -10%) [4]; Hooves (Magical, -10%) [3]; Resistant to Metabolic Hazards (+8) (Magical, -10%) [14]; Regeneration (Fast; Magical, -10%) [45].
Disadvantages: Absent-Mindedness [-15]; Pacifism (Cannot Harm Innocents) [-10].
Skills: Tracking (A) Per+2 [8].
 
Cabiri, the Watching Master (Dragon #357)
 
Sign: An additional eye appears on your forehead, equidistant from your other eyes.
               
Template
41 points (90% of 45 points)
Advantages: Clairsentience (Magical, -10%) [45]; Infravision (Magical, -10%) [9].
Disadvantages: Curious (9) [-7]; Unnatural Features 2 (Third Eye) [-2].
 
Chupoclops, Harbinger of Forever (ToM)
 
Sign: Your lower jaw increases in size, and two long, sharply pointed tusks grow upward from it.
                Influence: While under the influence of Chupoclops, you can’t help but be pessimistic. At best, you are quietly resigned to your own failure, and at worst, you spread your doubts to others, trying to convince them of the hopelessness of their goals.
               
Template
86 points (90% of 95 points)
Advantages: Blessed (Ghost Weapon; Magical instead of Divine, +0%) [15]; Detect (Life; All-Out, -25%; Magical, -10%; Precise, +100%) [50]; Fangs (Magical, -10%) [2]; Terror (Magical, -10%; Presence, +25%) [35].
                Poison: Toxic Attack 1d-1 (Cyclic, 1 hour, 3 cycles, Resistible, +20%; Follow-Up, Fangs, +0%; Magical, -10%; Resistible, HT-3, -15%; Symptoms, 2/3 HP, -3 ST, +15%) [4].
Disadvantages: Divine Curse (Influence, see text) [-5]; Fearfulness 3 [-6].
Features: Born Biter 2.
 
Dahlver-Nar, the Tortured One (ToM)
 
                Sign: Several teeth grow from your scalp. Though they are small enough to be hidden by a large quantity of hair or a hat, a touch reveals them immediately.
               
Template
28 points (90% of 31 points)
Advantages: DR 2 (Magical, -10%; Tough Skin, -40%) [5]; Immunity to Madness and Confusion (Magical, -10%) [9].
                Maddening Wail: Affliction 1 (Will; Area Effect, 4 yards, +100%; Based on Will, +20%; Emanation, -20%; Hearing-Based, +150%; Magical, -10%; Takes Recharge, 5 seconds, -10%) [33].
Disadvantages: Absent-Mindedness [-15].
Quirks: Sign (see text) [-1].
 
Dantalion, the Star Emperor (ToM)
 
Sign: One of Dantalion’s faces appears on your torso, as though it were a vestigial conjoined twin. It seems lifeless most of the time, but when you activate an ability granted by Dantalion, it opens its eyes and mouth, revealing a starry void within.
                Influence: Dantalion’s influence causes you to be aloof and use stately gestures. Dantalion can’t help but be curious about the leaders of the day, so anytime you are within 30 yards of someone who clearly is (or professes to be) a leader of others, Dantalion requires that you try to read that person’s thoughts. Once you have made the attempt, regardless of success or failure, you need not try to read that person’s thoughts again.
               
Template
48 points (90% of 53 points)
Advantages: Academic 1 (Magical, -10%) [5]; Mind Reading (Magical, -10%) [27]; Terror (Awe; Sight; Active, +0%; Magical, -10%; Takes Recharge, 15 seconds, -20%) [21]; Warp (Magical, -10%; Range Limit, 10 yards, -50%; Takes Recharge, 5 seconds, -10%; Vision-Based, Reversed, -20%) [20].
Disadvantages: Megalomania [-10]; Supernatural Features (Face on your body) [-5]; Vow (Influence, see text) [-5].
 
Desharis, the Sprawling Soul (Cityscape WE)
 
Sign: While hosting Desharis, your eyes turn to glass. Anyone meeting your gaze sees the movement of multiple silhouettes behind them, as though looking through a window at a busy street.
               
Template
41 point (90% of 45 points)
Advantages:
Smite Nature Soul: Toxic Attack 2d (Accessibility, Only on animals, elementals, fey and plants, -10%; Follow-Up, Universal, +50%; Magical, -10%; Takes Recharge, 5 seconds, -10%) [10].
Infinite Doors: Warp (Magical, -10%; Range Limit, 3,000 yards, -30%; Special Portal, doorframe leading outside, the two doors must both be set in buildings made of similar materials, -30%) [30].
Borrow Language: Cosmic Power 4 (Languages Only, -50%; Magical, -10%) [16].
Disadvantages: Gregarious [-10]; Unnatural Features 1 (Sign, see text) [-1].
 
Eligor, Dragon’s Slayer (ToM)
 
Sign: One of your hands becomes thickly scaled.
                Influence: You feel pity for all outcasts, particularly half-elves and half-orcs, and you make every effort to befriend any such beings you meet. Because Eligor desires revenge on the deities who abandoned him, he requires that you attack a human, elf, or dragon foe in preference to all others whenever you enter combat.
               
Template
31 points (90% of 34 points)
Advantages: DR 3 (Magical, -10%; Partial, Right Hand, -80%; Tough Skin, -40%) [3]; Striking ST 4 (Magical, -10%) [18].
                Chromatic Strike (Alternative Abilities) [19]:
Acidic Strike [11/5=3]: Corrosion Attack 1d (Follow-Up, Melee Attacks, +40%; Magical, -10%; Takes Recharge, 5 seconds, -10%; Magical, -10%) [11].
                Cold Strike [6/5=2]: Burning Attack 1d (Follow-Up, Melee Attacks, +40%; Magical, -10%; No Incendiary, -10%; Takes Recharge, 5 seconds, -10%) [6].
                Fire Strike [6/5=2]: Burning Attack 1d (Follow-Up, Melee Attacks, +40%; Magical, -10%; Takes Recharge, 5 seconds, -10%) [6].
                Lightning Strike [12]: Burning Attack 1d (Link, Melee Weapons, +10%; Magical, -10%; Side Effect, Stunning, +50%; Surge, Arcing, +100%; Takes Recharge, 5 seconds, -10%) [12].
Disadvantages: Code of Honor (Influence, see text) [-10]; Unnatural Features 2 (Scaled Arm) [-2].
Skills: Lance (A) DX [2]; Riding (Horse) (A) DX+1 [4].
 
Eurynome, Mother of the Material (ToM)
 
                Sign: Your skin becomes clammy, and you leave moist prints on any object your body touches, even if clothing blocks direct contact. These marks evaporate after about 1 minute.
               
Template
16 points (90% of 17 points)
Advantages: Animal Friend 1 (Magical, -10%) [5]; Walk on Liquid (Magical, -10%) [14].
Acidic Blood: Corrosion Attack 1d-3 (Always On, -20%; Aura, +80%; Blood Agent, Reversed, -40%; Cyclic, 1 second, 10 cycles, +900%; Magical, -10%; Melee Attack, -30%) [10]. Notes: Someone with this ability seeps acid if he suffers any cutting, impaling, or piercing injury. He bleeds on the weapon that wounded him – or his foe, if attacked with Claws, Teeth, etc. – which immediately begins to corrode. Until he stops bleeding (see Bleeding, p. B420), the acid drips on everything nearby. This works like any other Aura, and the user can deliberately attack others by flicking his blood around.
Disadvantages: Paranoia [-10]; Supernatural Features (Sign, see text) [-2].
 
Focalor, Prince of Tears (ToM)
 
                Sign: While you serve as host to Focalor, your eyes constantly weep, regardless of your mood or thoughts.
                Influence: While influenced by Focalor, you feel some of his inestimable grief and act morose, rarely smiling or finding cause to laugh. Whenever you kill a creature, Focalor demands that as soon as you have a peaceful moment, you take 1d seconds to say a few words of sorrow and regret for the life cut short by your actions.
 
Template
43 points (90% of 47 points)
Advantages: Doesn’t Breathe (Gills, -50%; Magical, -10%) [8].
                Focalor’s Breath: Affliction 1 (HT; Cone 5, +100%; Contact Agent, +150%; Disadvantage, Blindness, +50%; Increased 1/2D, 10x, +15%; Magical, -10%; Reduced Duration, 1/60, -35%; Reduced Range, 1/10, -30%; Takes Recharge, 5 seconds, -10%) [33].
Lightning: Burning Attack 1d (Magical, -10%; Nuisance Effect, Behaves erratically around conductors, -5%; Side Effect, Stunning, +50%; Surge, Arcing, +100%; Takes Recharge, 5 seconds, -10%) [12].
Disadvantages: Divine Curse (Influence, see text) [-5]; Unnatural Features 1 (Constant Tears) [-1].
 
Gaia, Soul of the Land (Epic Vestiges article)
 
                Sign: The hair on your face, head, and body takes on a greenish hue, as do the eyes and skin.
                Influence: Never allow cruelty toward living creatures to occur in your presence. Seek out every opportunity to destroy aberrations, constructs, oozes, and undead.
               
Template
127 points (90% of 141 points)
Advantages: Acute Taste and Smell 3 (Magical, -10%) [6]; Charisma 3 (Magical, -10%) [14]; DR 8 (Force Field, +20%; Limited, Energy, -20%; Magical, -10%) [36]; DR 5 (Force Field, +20%; Only vs. aberrations, constructs, ooze and undead, -20%; Magical, -10%) [23]; Dark Vision (Hypersensory, +40%; Magical, -10%) [33]; Speak with Animals (Magical, -10%) [23]; Speak with Plants (Magical, -10%) [14].
Rage of the Land: Crushing Attack 2d (Accessibility, Only on aberrations, constructs, ooze and undead, -10%; Follow-Up, Universal, +50%; Magical, -10%; Takes Recharge, 5 seconds, -10%) [12].
Disadvantages: Unnatural Features 5 (Green Hair, Eyes and Skin) [-5]; Vow (Influence, see text) [-15].
 
Geryon, the Deposed Lord (ToM)
 
                Special Requirement: Geryon answers the calls of only those summoners who show an understanding of the relationship between souls and the planes. Thus, you must have at least a point spent on Theology and Expert Knowledge (Cosmology) each to summon him.
Sign: Two extra pairs of devilish eyes with green lids and yellow, catlike irises open on your head. Located at the level of your own eyes and equidistant from them, these bloodshot orbs grant you the ability to see all around yourself. Your own eyes take on the same appearance as the new ones.
               
Template
57 points (90% of 63 points)
Advantages: 360° Vision (Magical, -10%) [23]; Dark Vision (Magical, -10%) [23].
                Acidic Stare: Corrosion Attack 1d (Magical, -10%; Malediction 2, +150%; Takes Recharge, 5 seconds, -10%; Vision-Based, Reversed, -20%) [21].
                Quick Flight: Flight (Magical, -10%; Maximum Duration, 5 seconds, -75%) [8].
Disadvantages: Gullibility (12) [-10]; Unnatural Features 2 (Demonic Eyes) [-2].
 
Haagenti, Mother of Minotaurs (ToM)
 
                Influence: You feel ashamed and occasionally bashful in the presence of beautiful creatures. In addition, Haagenti requires that you give deference to any creature you perceive as more attractive or charismatic than yourself. This deference might take the form of a bow, a salute, opening a door for the creature in question, not speaking until spoken to, or any other gesture that acknowledges the creature as superior to you. In any case, you must constantly treat any such creature with respect.
 
Template
13 points (90% of 14 points)
Advantages: Immunity to Form-Altering (Magical, -10%) [9].
                Confusing Touch: Affliction 1 (Will; Based on Will, +20%; Hallucinating, +50%; Malediction 1, +100%; Melee Attack, Reach C, Cannot Parry, -35%; Reduced Duration, 1/60, -35%; Takes Recharge, 5 seconds, -10%) [19].
Disadvantages: Appearance (One step worse than initial) [-4]; Code of Honor (Influence, see text) [-5]; Shyness (Mild) [-5].
 
Halphax, the Angel in the Angle (ToM)
 
Sign: Your body takes on the appearance of cracked stone.
                Influence: In his time as a vestige, Halphax seems to have lost all memory of his life as well as any feeling of guilt or shame for his actions. Thus, when you are under his influence, you lose any normal sense of shame or embarrassment. However, if someone threatens a hostage you care about—be it a creature or an item—Halphax requires that you accede to the hostage taker’s demands.
               
Template
24 points (90% of 26 points)
Advantages: DR 3 (Magical, -10%) [14].
Petrifying Touch: Affliction 1 (HT; Malediction 1, +100%; Melee Attack, Reach C, Cannot Parry, -35%; Paralysis, Variant, +150%; Reduced Duration, 1/60, -35%; Takes Recharge, 5 seconds, -10%) [27].
Disadvantages: Divine Curse (Influence, see text) [-10]; Supernatural Features (Sign, see text) [-5].
 
Haures, the Dreaming Duke (ToM)
 
Sign: While you are bound to Haures, your palms are where the backs of your hands should be, just as they are on a rakshasa. If you flip over your hands so that the backs are up, your thumbs end up on the wrong sides of your hands. This rearrangement has no effect on your DX, spellcasting, ability to wield objects, or use of skills.
                Influence: When influenced by Haures, you become an eccentric, often speaking to yourself and to imaginary friends. In addition, Haures requires that if you encounter and disbelieve an illusion not of your own making, you must not voluntarily enter its area.
               
Template
53 points (90% of 58 points)
Advantages: Immunity to Mind Control (Magical, -10%) [27].
                Complex Illusion: Illusion (Independence, +40%; Magical, -10%; Ranged, +40%) [43].
Disadvantages: Divine Curse (Influence, see text) [-10]; Unnatural Features 2 (Reverse Hands) [-2].
 
Ipos, Prince of Fools (ToM)
 
Sign: You grow long, black, clawlike nails.
                Influence: You think highly of your intellect and show contempt toward those who question your assumptions or conclusions. If you encounter a creature that shows interest in a topic about which you have knowledge, Ipos requires that you truthfully edify that individual.
 
Template
34 points (90% of 37 points)
Advantages: See Invisibe (Magical; Magical, -10%; True Sight, +50%) [21]; Sharp Claws (Magical, -10%) [5].
Disadvantages: Code of Honor (Influence, see text) [-5].
Skills: Thaumatology (VH) IQ+2 [16].
 
Karsus, Hubris in the Blood (ToM)
 
                Sign: You bleed more than normal from wounds. Even a small scratch releases a sanguine flood. This effect does not deal extra damage.
               
Template
35 points (90% of 38 points)
Advantages: Neutralize (Magic; Magical, -10%; Takes Recharge, 5 seconds, -10%) [40].
Disadvantages: Proud [-1]; Supernatural Features (Sign, see text) [-1].
 
Kas, the Bloody Handed (Dragon #341)
 
Sign: When a binder makes a pact with Kas, an angry catlike eye opens in the palm of each of his hands. These eyes don’t provide the binder with any extraordinary sight, nor do they inhibit the use of the binder’s hands. When the binder uses any power granted by Kas, the eyes weep small amounts of blood for 1 minute.
                Influence: Kas’s influence makes a binder act warm and affectionate toward those with whome she speaks. Kas further requires his host to kill any follower of Vecna or undear creature encountered. In addition, Kas requires that the binder betray some friend or ally in some manner during the first hour after being summoned and bound. This betrayal might be as small as breaking a promise to meet at a specific time or as great as murder, but it must be unexpected, and the ally or friend must realize that a deliberate betrayal occurred.
               
Template
21 points (90% of 23 points)
Advantages: Injury Tolerance (Unliving; Magical, -10%) [18].
                Blinding Strike: Affliction 1 (HT; Disadvantage, Blindness, +50%; Follow-Up, Melee Attacks, +40%; Magical, -10%; Reduced Duration, 1/60, -35%; Takes Recharge, 5 seconds, -10%) [14].
                Undead Reaper: Crushing Attack 2d (Accessibility, Only Undead, -50%; Follow-Up, Melee Attacks, +40%; Magical, -10%) [8].
Disadvantages: Code of Honor (Influence, see text) [-15]; Unnatural Features 2 (Sign, see text) [-2].
 
Leraje, the Green Herald (ToM)
 
Sign: You look sickly and diseased, and your skin becomes sallow and pockmarked.
 
Template
4 points (90% of 4 points)
Advantages: Night Vision 5 (Magical, -10%) [5]; Silence 1 (Magical, -10%) [5].
Disadvantages: Guilt Complex (Elves only, -40%) [-3]; Shyness (Mild) [-5]; Supernatural Features (Pallor) [-10].
Skills: Bow (A) DX+3 [12].
 
Malphas, the Turnfeather (ToM)
 
Sign: Your teeth and tongue turn black.
                              
Template
59 points (90% of 65 points)
Advantages: Ally (Dove or raven; Built on 25%; No roll required; Conjured, +100%; Magical, -10%) [8]; Immunity to Poison (Magical, -10%) [14]; Mind Reading (Accessibility, Only with the dove or raven, -80%; Magical, -10%; Sensory Only, -20%) [6].
Invisibility: Invisibility (Affects Machines, +50%; Can Carry Objects, Light Encumbrance, +20%; Dispels after an attack, -20%; Magical, -10%; Switchable, +10%) [60].
Disadvantages: Lecherousness (9) [-22]; Unnatural Features 1 (Sign, see text) [-1].
 
Marchosias, King of Killers (ToM)
 
                Sign: While you are bound to Marchosias, the pupils of your eyes glow with a red-orange light. Anyone looking at your face can make Per roll each second to notice this effect. This light is not strong enough to illuminate the area, and it does not make you any easier to see in the dark, but it can be disturbing to look upon.
                Influence: Marchosias’s influence makes you debonair and sly, as though you have some trick up your sleeve and the knowledge of it makes you confi dent. In addition, Marchosias requires that you use the death attack he grants you against any foe you catch unawares.
               
Template
54 points (90% of 60 points)
Advantages: Silence 4 (Magical, -10%) [18].
                Death Strike: Affliction 1 (HT; Follow-Up, Universal, +50%; Heart Attack, +300%; Immediate Preparation Required, 1 minute, -30%; Magical, -10%) [41].
Disadvantages: Code of Honor (Influence, see text) [-10]; Unnatural Features 1 (Sign, see text) [-1].
Skills: Stealth (A) DX+3 [12].
 
Naberius, the Grinning Hound (ToM)
 
Sign: Your voice deepens and acquires a gravelly, growling tone.
                Influence: While you are infl uenced by Naberius, you love the sound of your own voice and are constantly pleased by your cleverness. Whenever you are presented with a pulpit, a stage, a talking stick, or any other place or object designed to give a speaker the fl oor, Naberius requires that you immediately seize the opportunity to speak. Any topic will do, but since Naberius resents others taking control of the discourse, he requires that you either shout them down or mock them. Your speech must last at least 10 seconds.
               
Template
40 points (90% of 44 points)
Advantages: Elastic Skin (Magical, -10%) [18]; Voice (Magical, -10%) [9].
Suggestion: Mind Control (Magical, -10%; Suggestion, -40%; Takes Recharge, 5 seconds, -10%) [20].
Disadvantages: Divine Curse (Influence, see text) [-10].
Quirks: Sign (see text) [-1].
Skills: Acting (A) IQ+1 [4]; Diplomacy (H) IQ [4].
 
Orthos, Sovereign of the Howling Dark (ToM)
 
Sign: You always seem to be buffeted by a breeze that no one else can feel, even when you’re indoors. The eerie wind makes no noise, but it tousles your hair and belongings, frequently changing direction.
 
Template
36 points (90% of 40 points)
Advantages: Vibration Sense (Air; Magical, -10%) [9].
                Displacement: Obscure 5 (Vision; Defensive, +50%; Extended, Infravision, +20%; Magical, -10%; Stealthy, +100%) [26].
                Whirlwind Breath: Crushing Attack 6d (Cone 5, +100%; Double Knockback, +20%; Magical, -10%; No Wounding, -50%; Reduced Range, x1/5, -20%; Takes Recharge, 5 seconds, -10%) [39].
                Wispering Wind: Telecommunication (Directional Sound) (Magical, -10%) [5].
Disadvantages: Phobia (9) (Darkness) [-22]; Phobia (9) (Loud Noises) [-15]; Supernatural Features (Sign, see text) [-2].
 
Otiax, the Key to the Gate (ToM)
 
Sign: While bound to Otiax, you are surrounded by thin wisps of light blue fog even in the strongest wind.
                Influence: Otiax’s motives remain a mystery, but its influence is clear. When confronted with unopened doors or gates, you become agitated and nervous. This emotional state lasts until the door or gate is opened, or until you can no longer see it. Furthermore, Otiax cannot abide a lock remaining secured. Thus, whenever you see a key, Otiax requires that you use it to open the corresponding lock.
               
Template
54 points (90% of 60 points)
Advantages: Combat Reflexes (Magical, -10%) [14]; Telekinesis 2 (Magical, -10%) [9].
                Concussion: Crushing Attack 3d (Explosion 1, +50%; Magical, -10%; Takes Recharge, 5 seconds, -10%) [20].
                Mist Shell: Obscure 5 (Vision; Defensive, +50%; Extended, Infravision, +20%; Magical, -10%; Stealthy, +100%) [26].
Disadvantages: Divine Curse (Influence, see text) [-10]; Supernatural Features (Sign, see text) [-2].
Perks: Accessory (TL Lockpicks) [1].
Skills: Lockpicking (A) IQ [2]
 
Paimon, the Dancer (ToM)
 
                Sign: One side of your mouth becomes wider than the other, as though it were being stretched or pulled. That side of your mouth has a tendency to remain slightly open, causing you to drool.
                Influence: Paimon’s influence makes you lascivious and bold. In addition, Paimon requires that you dance (moving at half speed) whenever you hear music.
               
Template
42 points (90% of 46 points)
Advantages: Combat Reflexes (Magical, -10%) [14]; Daredevil (Magical, -10%) [14]; Enhanced Dodge 1 (Magical, -10%) [14]; Enhanced Parry 1 (Magical, -10%) [9].
Disadvantages: Divine Curse (Influence, see text) [-5]; Overconfidence (9) [-7]; Unnatural Features 1 (Sign, see text) [-1].
Skills: Acrobatics (H) DX [4]; Dancing (A) DX+1 [4].
 
Primus, the One and the Prime (Dragon #341)
 
Sign: Dozens of small patches of skin on the binder’s legs and arms become gold, silver, and bronze. These randomly placed metal plates take the shape of well-formed squares, equilateral triangles, hexagons, and other geometrical shapes. These pieces of metal do not offer any bonus or inhibit the character in any way. If removed, they revert to bloody flaps of flesh.
                Influence: Primus shows its influence by making a binder ruthlessly practical. The binder evaluates all activities with an eye toward its ultimate goals, brooking no frivolity or distraction. Every action becomes a calculated one. In addition, Primus requires that the binder not knowingly break any law or disobey the direct order of any lawful authority.
               
Template
10 points (90% of 11 points)
Advantages:
                Order of Primus: Mind Control (Magical, -10%; Suggestion, -40%) [25].
Disadvantages: Hidebound [-5]; Honesty (9) [-15]; Unnatural Features 3 (Sign, see text) [-3].
Perks: Axiomatic Touch (Natural attacks count as axiomatic) [1].
Skills: Administration (A) IQ+1 [4]; Intelligence Analysis (H) IQ [4].
 
Ronove, the Iron Maiden (ToM)
 
                Sign: The flesh of your face settles into a frown or a smile (50% chance) and retains that general expression regardless of your actual feelings.
                Influence: Ronove’s influence makes you think that others doubt your abilities and competence. Despite what anyone says, you feel the constant need to prove your worth. In addition, Ronove requires that you consume neither food nor beverages (including potions) for the entire time you remain bound to her.
 
Template
39 points (90% of 43 points)
Advantages: Catfall (Magical, -10%) [9]; Enhanced Move 0.5 (Ground; Magical, -10%) [9]; Telekinesis 8 (Magical, -10%) [36].
Disadvantages: Divine Curse (Influence, see text) [-10]; Supernatural Features (Sign, see text) [-1].
 
Savnok, the Instigator (ToM)
 
Sign: A piece of an arrow appears under your skin somewhere on your body. It looks as though your skin has healed over a broken-off arrow that had previously wounded you. The arrow deals no damage, but at times it causes you some discomfort. If removed, it disintegrates immediately, and another appears somewhere else on your body.
               
Template
36 points (90% of 39 points)
Advantages: DR 4 (Limited, Impaling, -40%; Magical, -10%) [10].
Summonable Plate Armor: DR 7 (Magical, -10%; Switchable, +10%) [35].
Disadvantages: Stubbornness [-5]; Supernatural Features (Sign, see text) [-1].
 
Shax, Sea Sister (ToM)
 
                Sign: A scar appears around the circumference of your neck, as though your head had been lopped off and then returned to your body to heal.     
Influence: While under Shax’s influence, you become possessive and stingy, particularly about territory—be it actual land or simply a room in an inn. In addition, her influence requires you to demand compensation for any service rendered and to tax any use of your territory. However, you can accept nearly any item of value—be it material goods or a service—as payment.
               
Template
57 points (90% of 63 points)
Advantages: Amphibious (Magical, -10%) [9]; DR 10 (Force Field, +20%; Limited, Electricity, -40%; Magical, -10%) [35]; Double-Jointed (Magical, -10%) [14].
                Thunderclap: Affliction 1 (HT; Area Effect, 8 yards, +150%; Disadvantage, Deafness, +20%; Emanation, -20%; Hearing-Based, -20%; Malediction 1, +100%; Nuisance Effect, Loud, -5%; Stunning, +10%; Takes Recharge, 5 seconds, -10%) [33].
Disadvantages: Code of Honor (Influence, see text) [-5]; Greed (9) [-22]; Unnatural Features 1 (Neck Scar) [-1].
 
Tenebrous, the Shadow That Was (ToM)
 
Sign: You seem to be standing in shadow even on the brightest day. Furthermore, your own shadow never extends more than a few feet from your body, even if the ambient light suggests that it should be much longer.
 
Template
41 point (90% of 45 points)
Advantages: Dark Vision (Magical, -10%) [23].
                Turn Undead [50]: Affliction 1 (HT; Accessibility, Undead only, 50%; Area Effect, 8 yards, +150%; Disadvantage, Dread, +30%; Link, +10%; Magical, -10%; No Signature, +20%; Takes Recharge, 5 seconds, -10%) [24] + Crushing Attack 1d (Accessibility, Undead only, 50%; Area Effect, 8 yards, +150%; Cosmic, Irresistible attack, +300%; Link, +10%; Magical, 10%; No Signature, +20%; Takes Recharge, 5 seconds, -10%) [26]
Disadvantages: Absent-Mindedness [-15]; Indecisive (12) [-10]; Supernatural Features (Sign, see text) [-3].
 
The Triad (Mind’s Eye article)
 
Sign: Your facial features alter slightly each hour you are bound to the Triad; they shift from a young man's inquisitive face to a woman's concerned features to a bearded masculine face and back again.
                Influence: Your mental aspect shifts to match the face that is currently your sign. As Gorn, you are inquisitive and use many words -- some would say too many. As Rujsha, you are caring and motherly, speaking to others as if they were children. As Mintar, you are honor-bound and slightly combative in manner. When your path crosses that of one influenced by shadow, the gestalt insists that you either face that being first when in combat or avoid that being (and any effects or assistance the being may wish to provide) outside of combat.
               
Template
27 points (90% of 30 points)
Advantages:
                Influence (Alternative Abilities) [36]:
                Gorn [18/5=4]: Wild Talent 1 (Telepathy, -10%) [18].
Rujsha [19/5=4]: Charisma 1 (Telepathy, -10%) [5] + Empathy (Telepathy, -10%) [14].
                Mintar [28]: Danger Sense (Magical, -10%) [14] + Combat Reflexes (Magical, -10%) [14].
Disadvantages: Supernatural Features (Sign, see text) [-5].
Quirks: Influence (see text) [-1].
 
Tkhaluuljin, the Cephalopocalypse (Epic Vestiges article)
 
                Sign: Your veins appear spidery and more pronounced, emitting a pulsing magenta light.
               
Template
154 points (90% of 171 points)
Advantages: Enhanced Move 1 (Air; Magical, -10%) [18]; Flight (Magical, -10%) [36].
Aura of Madness: Terror (Confusion; Sight; Magical, -10%) [27].
                Mind Blast: Affliction 1 (Will; Based on Will, +20%; Cone 15, +200%; Magical, -10%; Malediction 2, +150%; Secondary Paralysis, +30%) [49].
                Sphere of Annihilation: Corrosion Attack 3d (Area Effect, 2 yards, +50%; Magical, -10%; Takes Recharge, 5 seconds, -10%; Persistent, +40%) [51].
Disadvantages: Gluttony (9) [-7]; Supernatural Features (Sign, see text) [-3].
 
Vanus, the Reviled One (Design and Development article)
 
Sign: When a binder makes a pact with the Reviled One, a boil appears on his body. Within the ruddy fluid in this boil swims a maggot. Should the boil be broken, the maggot slides swiftly across the binder’s body, eluding any attempt to catch it, and digs again beneath the skin. Before the original boil can scab over, another grows and the maggot appears within. Only by ending the pact with Vanus can the binder be rid of the foul insect and the disgusting homes it makes for itself.
               
Template
59 points (90% of 65 points)
Advantages: Acute Hearing 3 (Magical, -10%) [6]; Terror (Magical, -10%; Presence, +25%) [35].
                Free Ally: Affliction 1 (HT; Accessibility, Only on non-resisting subjects, -20%; Advantage, Free Ally, +90%; Beneficial Affliction, +0%; Cannot use on yourself, -10%; Magical, -10%; Malediction 2, +150%; No Signature, +20%) [32]. Notes: “Free Ally” is Slippery 5 (Magical, -10%) [9].
Disadvantages: Compulsive Carousing (9) [-7].
Quirks: Sign (see text) [-1].
 
Zagan, Duke of Disappointment (ToM)
 
Sign: You gain a lisp and can’t help but speak in a sibilant manner.
                Influence: While infl uenced by Zagan, you become domineering and aggressive. Zagan requires that you slay any snake or snakelike being you meet, and deface any representations of snakes or snakelike beings other than Zagan that you find.
               
Template
13 points (90% of 14 points)
Advantages: Acute Taste and Smell 3 (Magical, -10%) [6]; Discriminatory Smell (Magical, -10%) [14]; Resistant to Poison (+3) (Magical, -10%) [5].
Disadvantages: Code of Honor (Influence, see text) [-10].
Quirks: Hissing [-1].
 
Zceryll, the Star Spawn (Class Chronicles article)
 
Sign: Your eyes appear as circular mirrors. In your peripheral vision, all other living creatures appear twisted, covered in tentacles, extra eyes, and vestigial organs.
               
Template
72 points (90% of 80 points)
Advantages: DR 3 (Force Field, +20%; Limited, Acid, Electricity, -35%; Magical, -10%) [12]; Extra-Sensory Awareness (Magical, -10%) [18]; Magic Resistance 1 (Improved, +150%; Magical, -10%) [5]; Mind Shield 1 (Magical, -10%) [4].
                Terror Form: Terror (-2) (Sight; Magical, -10%) [45].
                Bolt of Insanity: Affliction 1 (Will; Based on Will, +20%; Daze, +50%; Magical, -10%; Reduced Duration, 1/60, -35%; Takes Recharge, 5 seconds, -10%) [12].
Disadvantages: Intolerance (Young women and sorcerers) [-5], Megalomania [-10].
Quirks: Sign (see text) [-1].
 
Zuriel, the Bronze God (Epic Vestiges article)
 
                Sign: Your skin takes on a bronze sheen, your muscles expand and tighten, you appear more athletic overall, and your posture changes as you hold your carriage proud and upright.
               
Template
35 points (90% of 38 points)
Advantages: DR 4 (Magical, -10%; Tough Skin, -40%) [10]; High Pain Threshold (Magical, -10%) [9]; Very Fit (Magical, -10%) [14].
Entangling Force: Binding 12 (Affects Insubstantial, +20%; Magical, -10%; One-Shot, -10%; Unbreakable, +40%) [34].
Force Missile: Crushing Attack 1d-1 (Affects Insubstantial, +20%; Increased 1/2D, 2x, +5%; Magical, -10%; Reduced Range, 1/5, -20%) [4].
Disadvantages: Charitable (9) [-22]; Intolerance (Githyanki) [-1]; Selfless (9) [-7]; Unnatural Features 3 (Sign, see text) [-3].
 


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