24 March 2019

Class: Paladin of the Void

He's not human; he's an empty space disguised as a human.
- John Fowles

The world is a dark, diminished place ruled by cruel gods. The only constant in this and every other universe is violence. Life is an accident, born from muck, filled with suffering and hatred, and ending in rot and grief. Even worse, death is not the end, for existence is cyclic - there will be another beginning leading to ever more pain.

Unlike the monks of the Void, who strive for selfish self-annihilation, leaving the rest of the world behind in their path to non-existence, paladins of the Void are the selfless few who stood at the very brink of nothingness and turned back - not out of fear or doubt, but because they believe that everyone deserves the chance to find true unbeing. They are teachers and saviours, bringers of enlightenment. They work towards the End of Everything, so that all may find the serenity of the true Void.

The End is nigh, finally.


If you should meet a god on the road... kill him.

A: +1 MD, Autolobotomy, Void Space
B: +1 MD
C: +1 MD
D: +1 MD, Telefrag

You gain +2 to Save vs mind-affecting effects (charm, pain, all emotions) for each Paladin template you possess.

Starting Items:
  • khakkhara (as staff),
  • mendicant bowl,
  • simple robes.
  

Autolobotomy
You scoop out a chunk of your own brain and replace it with a shard of Void.

You lose half of your Charisma. Nothing can lower your Charisma further. Your mind cannot be read and you cannot be scryed upon. Should you be possessed, the spirit will be helplessly imprisoned in the Void in your head and cannot escape without your consent.

Void Space
You can cast teleport (see below), but your spell is unlike wizardly spells. You do not prepare spells, you cannot read scrolls or spellbooks, and you cannot write down any of the "spells" you know. Otherwise, you use Magic Dice (MD) as a wizard. You do not generate Mishaps or Dooms.

You may channel your spell through your khakkhara.

Telefrag
You may attempt to teleport an object or creature into another object or creature. Both targets take [sum] + [dice] damage. If either of the targets is a creature and survives the telefragging, they are shunted to the nearest empty space. Otherwise, the targets are fused together.

Alternately, you may teleport only a part of a creature or object, effectively severing that part.

Both options count as teleporting to a dangerous location.
 
from Once Upon a Time

Teleport
R: touch; T: object or creature; D: 0

You teleport the target up to 10 x [sum]', to an empty space you have previously seen*. Unwilling creatures and magic items can Save to resist the effects, while attended objects are immune to this spell (but see below).

You can teleport the target to a dangerous location (such as to mid-air, into flames, etc.), but this causes all MD used in the casting to be burnt instead of spent.

For each [die] after the first one, you can also select one of the following options:
  • The spell affects one more target. This option can be picked multiple times.
  • Range of the spell increases to 30'. This option can be picked multiple times, each time adding 30' of range.
  • You can target creatures or objects larger than a human. Extremely large creatures or objects may require multiple [dice] invested into this option to be affected.
  • You can target items wielded, equipped, or binding a creature. Alternately, you can omit such items from the effects of the spell, leaving them behind.
  • You can suspend teleportation. Instead of re-appearing instantly, the target will be left in non-existence for a minute/hour/day at 2/3/4 [dice] before appearing.

*) This could also be through scrying or supernatural senses, but not based on a map or description.

from Charmed

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