Friday, May 8, 2015

mother dearest father mine

had 3:00 pm double shot of espresso today so I am RIDING HIGH and LIVING LARGE. Strictly mechanical bonuses and penalties for races bore me like nothing else so here's some that aren't that.
 
Cambions
by Luisa Uribe, distributed under CC BY-NC-ND 2.0
Humans born under the auspices of a lord or lady of Hell are known as cambions. This can be a legal, magical, or familial relationship; a cambion might be the inadvisable fruit of a union between an incubus and a human, or his parents might have appointed a Prince of Hell to be his godfather. Regardless, a cambion carries within himself a modicum of infernal power.

A Gift From Father: Roll on the table below to determine which which demon the cambion claims his inheritance from:
  1. Malphas: The cambion's eyes are pale and beady, like a crow's. He possesses a small and venomous familiar, most often a serpent or spider. It can speak English and Lament. It has a 4 in 6 chance of knowing any given fact about a particular subject, but if it does does not actually know the answer to a question, it will lie convincingly. The familiar is simply knowledgeable; it doesn't have any more access to information than an exceedingly well read scholar. The familiar will not suffer to be removed from its master’s person, and can evade all attempts at detection and capture. Its can deal no damage, but its venom causes excruciating pain for d6 turns. Roll a d4 at character creation to determine the familiar's area of expertise:
    1. Demonology: The familiar knows all about the names, behaviors, powers, appearances, and weaknesses of demons.
    2. Sorcery: The familiar knows all about the names, effects, limitations, and histories of spells, enchantments, curses, and rituals devised by humans.
    3. Angelology: The familiar knows all about the names, behaviors, powers, appearances, and weaknesses of angels. 
    4. History: The familiar knows all about the history of Albion and can answer questions about archaeology, historical figures, paleontology, and architecture.
  2. Astaroth: The cambion's left eye bears the Sigil of Astaroth. While this eye is open, a cambion can see things as they really are, and must make a saving throw every round or take d6 Wisdom damage as sheer stark reality erodes his sanity. However, while this eye is open, the cambion may also do one of the following (randomly determined at character creation):
    1. Perceive magic, discern the invisible, and see through illusions
    2. See the sin each person in line of sight most wants to commit
    3. See the sin each person in line of sight last committed
    4. See what action each person in line of sight intends on performing next round
  3. Ose: The cambion's teeth and sharp and yellow and curved, like a leopard's. He can insert a thought into somebody's mind by forming the sign of the horns in their direction. The thought must be short enough to be said with a single breath. The victim of this magic may not make a save, but is under no compunction to act on the thought in any way—they simply believe it to be their own idea.
  4. Buer: The cambion has a lion's tail. When he drags his forefinger along a rough surface, his fingertip combusts like a giant phosphorus match. It burns until the cambion chooses to extinguish it and does not hurt him in any way.
  5. Amaimon: When the cambion breathes into somebody's ear, he can control what dreams they have the following night. No matter how unpleasant the dreams, this cannot prevent the victim from getting a full night's rest on its own, but it can affect their mood.
  6. Bathin: The cambion can instantaneously travel as half as far as he can run in a round, so long as both his point of departure and arrival are unobserved by thinking creatures. The exact details of this process are mysterious, even to the cambion.
  7. Belial: The cambion can give false life to a poppet or small doll, transforming it into a clever and loyal familiar. It is swift and subtle, but cannot lift more than a pound and forever ceases to function the moment anyone other than the cambion lays eyes on it. The cambion can create such familiars at will, but can have only one at a time.
  8. Asmoday: By tracing a five pointed star in the air with his forefinger, the cambion can perform a minor, short range hex, such as severing a rope, shattering a pane of glass, or spoiling a piece of food. 

Mooncalf
screencap from Only Lovers Left Alive
 All fairies are bound by immutable laws, and one of them is a prohibition against theft. A fairy may seize reparations for some slight or claim a price for services rendered, but none may simply take what they wish. When a fairy plucks a child a child from the cradle for whatever reason, they always leave behind a mooncalf, a strangeling, changeling elf-child born from some mysterious and doubtlessly unnerving copulative process.

Mooncalves make for exceedingly ugly babies, to the distress of their adoptive parents, but usually grow into a kind of disturbing beauty, an extreme jolie laide.

Roll 1d4 times to determine the mooncalf's characteristics
  1. Albinism
  2. Cleft palate
  3. Dwarfism or Gigantism
  4. Hairlessness
  5. Heterochromatic eyes
  6. Minor animal aspect
  7. Minor plant aspect
  8. Polydactyly
  9. Sexlessness
  10. Vitiligo
Honesty: Mooncalves cannot utter a lie or break a promise. This is a physical prohibition; changelings may violate an oath no more than humans can lift themselves up by their own hair. However, mooncalves are free to mislead or omit and are must honor only the word of a promise.

Glamor: A mooncalf can alter its appearance and voice however its pleases, so long as the result is within natural human variation. It may also change the seeming of its clothing and gear. Such glamors fool all the senses. Mooncalves must assume their true form while on consecrated ground. They take d6 damage if they walk beneath a horseshoe.

Languages: Mooncalves speak Fol, the language of fairies.

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