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Copyright © 2001 by Robert J. Hall
Return to Fantasy HERO®
Representing all that is dark and loathsome in humanoid nature, this evil
deity is known and cursed in every land. Doom draws his twisted power from the
evil aspects of other beings, and his loyal priests lust constantly for darker
and more unholy rituals to increase the destructive influence of their
god.
The primary aspects of Doom include hatred, maiming, torment, strife, and
destruction. The priests wear a coarse black hooded robe, with long, loose
sleeves, and a crimson inner lining. The unholy symbol of this church is an
upside down, star-shaped silver medallion, bearing the bas relief skull of a
bearded goat, set with sinister ruby eyes, and engraved on each sides with
evil runes. By custom, the priests use a jagged, blackened dagger to perform
all sacrifices to their god.
A Doom priest gains his power directly from his god, and must appeal to his
deity through prayer, ritual, and sacrifice in order to restore or increase
his magical abilities. In exchange for this power, a Doom priest must forge a
blood pact with his god that requires compensation in the form of physical
disfigurement. The more evil power the Priest gains, the greater the physical
price he must pay.
Religious gatherings of Doom take place in darkened temples, often located
deep underground. Torches and large flaming pits provide the only illumination
to these abominable services, and the ritual chants are accompanied by wildly
gyrating dancers and the beating of large drums. The high priest leads the
final, most unspeakably disgusting ritual, often culminating the services with
some form of blood sacrifice. Innocent beings are preferred for these lengthy
rituals, especially those of a good and pure nature.
The secret network of Doom temples are usually built in a hub and spoke
fashion. A central fortress is located in a desolate location, connected to
lesser sites by secret ways, then in turn to hidden temples and recruiting
centers usually located near decadent cities and towns. The fortress is a
well-guarded retreat where initiates come to receive indoctrination, and later
return to be inducted as full priests of Doom.
A large number of slaves are used to maintain the labyrinth of chambers in
the fortress of Doom, and they also serve as fodder for the sacrifice rituals.
(Being a slave in a temple of Doom is a most unpleasant prospect indeed.) The
Doom clergy frequently provide support and protection for the slave traders in
the region.
The fortress of Doom is guarded by all manner of natural, unnatural, and
man-made hazards and barriers, hosts of evil allies, and scores of forsaken
beasts. The evil abominations performed at the temple gradually scar the
surrounding lands, darkening and twisting the trees and plants into bizarre
forms, and radiating a sensation of pure evil that is evident to anyone with a
good and decent nature. Even if the Doom fortress is later abandoned or
destroyed, the evil will not be cleansed from the surrounding land for many
generations.
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Typical Limitations: END only from Doom Reserve (+0), Gestures
(-1/4), Incantations (-1/4), Requires a Magic Skill roll (-1/2), Religious
Restrictions (-1/4), OAF Silver Medallion (-1/4), Not on Blessed Ground
(-1/4), Side Effects (Cumulative Minor Transform, Caster gains a new physical
limitation) (-1/2).
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The type of physical limitation gained is determined by Doom at the time
the transformation goes into effect. Recommended limitations include
dependence on some unpleasant substance, loss of a limb or sense, increased
effect of PRE from followers of good religions, susceptibility to blessed
ground, or an increased vulnerability to silver, daylight, or holy water.
Because the rituals are divided into packages of increasing active cost,
Variable Power Pools are recommended for use when designing Doom priests. The
preferred limitation on the VPP is to only allow powers to change: on temple
ground; on a night sacred to Doom; or following a ritual blood sacrifice.
Doom rituals are accompanied by a faint, low throbbing sound, and a dark
warping of the air about the caster and any targets. The slight tang of blood
can be detected by anybody located nearby.
Doom Initiate Package Deal
When a novice to the order has completed the required training and rituals
of initiation, he gains the powers and limitations of an initiate during the
ritual of passage. He can then use any of the powers of an initiate, and can
perform basic religious procedures within the temple. (Most initiate powers
have an active cost of thirty points or less.)
Skills and Talents Cost
100 point END Reserve, 0 REC, Only for Doom Rituals (-1/4) 8
Doom Ritual Skill 11- 3
KS: Religious Procedures 8- 1
Disadvantages
Package Bonus (10-14) -2
Distinctive Features (Easily Concealed, Major Reaction) -10
Package Cost 0
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Allure
This basic ritual increases the influence of even the lowly initiate when
dealing with members of the opposite sex, allowing him to lure gullible
victims to a temple for use as sacrificial victims.
Power: +15 PRE
Modifiers: 0 END (+1/2); Only versus members of the opposite sex
(-1/2), Costs END to cast (-1/4), END only from Doom Reserve (+0), Gestures
(-1/4), Incantations (-1/4), Requires a Magic Skill roll (-1/2), OAF Silver
Medallion of Doom (-1), Requires Initiate Package or better (-1/4), Not on
Blessed Ground (-1/4), Side Effects (2d6 Cumulative Minor Transform, Caster
gains a physical limitation) (-1/2), Extra Time - Full Phase (-1/2).
Advantages: +1/2; Limitations: -4-1/4; Active Cost = 22
points.
END Cost: (2); Magic Roll: -2; Casting Time: 1 phase;
Range: 0.
Real Cost: 4.
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Blood Vow Ritual
By ritually drawing his own blood with a dagger, the Doom Priest can renew
his faith in his god and increase his personal power.
Power: 2d6 Transfer from STUN to END Reserve
Modifiers: Only from self (-2), Gestures (-1/4), Incantations (-1/4),
1/2 DCV Concentrate throughout (-1/2), Requires a Magic Skill roll (-1/2), OAF
Silver Medallion of Doom (-1), Single Recoverable Charge (Cut self with dagger
for at least 1 BODY) (-1-1/4), Requires Initiate Package or better (-1/4), Not
on Blessed Ground (-1/4), Side Effects (2d6 Cumulative Minor Transform, Caster
gains a physical limitation) (-1/2), Extra Time - Full Turn (-1/2).
Advantages: +0; Limitations: -7-1/4; Active Cost = 30
points.
END Cost: 0; Magic Roll: -3; Casting Time: Full Turn;
Range: 0.
Real Cost: 4.
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Command Automaton
The priest of Doom can attempt to control any automaton within the area of
the spell, including most types of Golem and some lesser Undead. Once
controlled, the automaton will attempt to perform all mental directions from
the priest that it can comprehend.
Power: 2d6 Mind Control
Modifiers: Area Effect (Any) (+1), Telepathic Contact (+1/4); Only
versus automaton (-1/2), END only from Doom Reserve (+0), Gestures (-1/4),
Incantations (-1/4), 1/2 DCV Concentrate throughout (-1/2), OAF Silver
Medallion of Doom (-1), Requires Initiate Package or better (-1/4), Not on
Blessed Ground (-1/4), Side Effects (2d6 Cumulative Minor Transform, Caster
gains a physical limitation) (-1/2).
Advantages: +1+1/4; Limitations: -3-1/2; Active Cost = 22
points.
END Cost: 2; Magic Roll: -2; Casting Time: 1/2 phase;
Range: Sight.
Real Cost: 5.
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Fear of Doom
By placing the image of Doom in the mind of his enemies, the priest can
cause great fear in his foe. The victim will often flee in terror, losing
interest in whatever task he was attempting to accomplish.
Power: 6d6 Mind Control
Modifiers: END only from Doom Reserve (+0), Only to cause fear (-1/2),
Effect Reduced by Range (-1/4), Gestures (-1/4), Incantations (-1/4), Requires
a Magic Skill roll (-1/2), OAF Silver Medallion of Doom (-1), Requires
Initiate Package or better (-1/4), Not on Blessed Ground (-1/4), Side Effects
(2d6 Cumulative Minor Transform, Caster gains a physical limitation)
(-1/2).
Advantages: +0; Limitations: -3-3/4; Active Cost = 30
points.
END Cost: 3; Magic Roll: -3; Casting Time: 1/2 phase;
Range: Sight.
Real Cost: 6.
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Tentacles
As the powers of an initiate grow, his body can become gravely deformed
when rituals are miscast, making certain physical tasks increasingly
difficult. This ritual allows him to compensate somewhat for short periods by
growing a bundle of tentacles about his deformed limbs. If he fails his magic
skill roll, however, his body will grow even further deformed.
Power: 2" Stretching
Modifiers: Only with Extra Limbs (-1/4).
Advantages: +0; Limitations: -3-1/4; Active Cost = 10
points.
Power: Extra Limbs
Modifiers: Linked to Stretching (-1/2).
Advantages: +0; Limitations: -3-1/2; Active Cost = 5
points.
Combined: END only from Doom Reserve (+0), Incantations (-1/4),
Requires a Magic Skill roll (-1/2), OAF Silver Medallion of Doom (-1),
Requires Aspirant Priest Package or better (-1/2), Not on Blessed Ground
(-1/4), Side Effects (2d6 Cumulative Minor Transform, Caster gains a physical
limitation) (-1/2).
END Cost: 1+; Magic Roll: -1; Casting Time: 1/2 phase;
Range: 2".
Real Cost: 3.
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Doom Aspirant Priest Package Deal
Initiates deemed worthy will gain the powers and limitations of an aspirant
priest during the ritual of acclamation. He can then use any of the aspirant
priest rituals, as well as those he already employed as an initiate, and is
expected to go forth into the world to spread the word of Doom. This
aspirant priest package completely supersedes the initiate package. (Most
aspirant priest powers have an active cost of sixty points or less.)
Skills and Talents Cost
200 point END Reserve, 0 REC, Only for Doom Rituals (-1/4) 16
Doom Ritual Skill 13- 7
Oratory, Persuasion 6
KS: Religious Dogma 11- 2
KS: Religious Procedures 11- 2
Disadvantages
Package Bonus (15+) -3
Distinctive Features (Difficult, Major Reaction) -15
Vulnerability: x1.5 damage from holy weapons (Uncommon) -5
Promotes the faith -10
Package Cost 0
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Note that by the time an initiate is fully prepared to become a priest, he
will usually have incurred one or more physical limitations due to
unsuccessful rituals.
Black Wolves
The Doom Priest can use this ritual to summon a pack of black wolves to
serve as guardian and spy for the temple. However, the wolves must be fed
every 13 days with fresh humanoid meat, or they will be drawn back to their
home plane of Doom.
Power: Summon
Black Wolves
(62 points)
Modifiers: Only 2d6+1 out of 16 are summoned (-1/2), END only from Doom
Reserve (+0), Gestures (-1/4), Incantations (-1/4), OAF Silver Medallion of
Doom (-1), Requires Aspirant Priest Package or better (-1/2), Not on Blessed
Ground (-1/4), Side Effects (3d6 Cumulative Minor Transform, Caster gains a
physical limitation) (-1/2), Extra Time - 13 Minutes (-2-1/4), Return to home
plane after 13 days without fresh humanoid meat (-1/4).
Advantages: +0; Limitations: -4; Active Cost = 43
points.
END Cost: 4; Magic Roll: -4; Casting Time: 13 Minutes;
Range: 0.
Real Cost: 9.
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Blood Healing
When this ritual is cast, the incisors of the priest grow several
centimeters longer, allowing him to make neat incisions in the flesh of his
victim. The priest can then drink the flowing blood and use the warm fluid to
slowly restore his own health.
Power: 1 pip HKA versus Physical Defense - Fangs
Modifiers: +1 Increased STUN Multiplier (+1/2); Reduced Penetration
(-1/4), No Knockback (-1/4).
Advantages: +1/2; Limitations: -4; Active Cost = 22
points.
Power: 1d6 Transfer BODY to BODY - Drink Blood
Modifiers: Only when bite does at least 1 BODY (-1/2), Linked
(-1/2).
Advantages: +0; Limitations: -4-1/4; Active Cost = 15
points.
Combined: END only from Doom Reserve (+0), Gestures (-1/4),
Incantations (-1/4), 1/2 DCV Concentrate throughout (-1/2), OAF Silver
Medallion of Doom (-1), Requires Aspirant Priest Package or better (-1/2), Not
on Blessed Ground (-1/4), Side Effects (2d6 Cumulative Minor Transform, Caster
gains a physical limitation) (-1/2).
END Cost: 3; Magic Roll: -3; Casting Time: 1/2 phase;
Range: 0.
Real Cost: 7.
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Death of a Thousand Knives
When this ritual is completed, the target begins to suffer cuts from a
magical talon that penetrates through the toughest plate armor. The victim is
slowly and painfully sliced apart until all life has flowed from his body.
Power: 1d6 RKA versus Physical Defense
Modifiers: 1/2 END (+1/4), Continuous (+1), Penetrating (+1/2); Does No
STUN (-3/4), No Knockback (-1/4), END only from Doom Reserve (+0), Gestures
(-1/4), Incantations (-1/4), OAF Silver Medallion of Doom (-1), Requires
Aspirant Priest Package or better (-1/2), Not on Blessed Ground (-1/4), Side
Effects (2d6 Cumulative Minor Transform, Caster gains a physical limitation)
(-1/2), Extra Time - Full Phase (-1/2).
Advantages: +1+3/4; Limitations: -3-3/4; Active Cost = 41
points.
END Cost: 2; Magic Roll: -4; Casting Time: 1 phase;
Range: 205".
Real Cost: 8.
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Discord
The victim of this spell will acquire a sudden, burning hatred of another
individual in the immediate vicinity. This hatred can only be sated by the
death of the individual, but the fervor can be brought into check with
sufficient willpower.
Power: 8d6 Mind Control
Modifiers: Only to cause intense hatred of nearby individual (-1/2),
Gestures (-1/4), Incantations (-1/4), OAF Silver Medallion of Doom (-1),
Requires Aspirant Priest Package or better (-1/2), Not on Blessed Ground
(-1/4), Side Effects (2d6 Cumulative Minor Transform, Caster gains a physical
limitation) (-1/2), Extra Time - Full Phase (-1/2).
Advantages: +0; Limitations: -3-3/4; Active Cost = 40
points.
END Cost: 4; Magic Roll: -4; Casting Time: 1 phase;
Range: 200".
Real Cost: 8.
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Eye Gouge
Upon completing this ritual, the Doom priest can gouge out the eyes of his
foe with a simple gesture. This loss of sight is preceded by a terrible
stabbing pain as the sensitive flesh is torn out by evil magical energies. The
sight can be restored by healing magic equal to the Active Cost of the
Darkness, or by dispelling the magic.
Power: Darkness to Sight Group
Modifiers: 0 END Persistent (+1), Invisible Power Effects (All Senses)
(+3/4), Continuous (+1), Uncontrolled (+1/2); Dispel by Healing Active Cost
(-1/4), Only after Energy Blast does at least 1 BODY (-1/2), Only to blind
target (-1/4), Costs END to cast (-1/4).
Advantages: +3+1/4; Limitations: -4-3/4; Active Cost = 42
points.
Power: 3d6 Energy Blast
Modifiers: Beam Attack (-1/4), Linked to Darkness (-1/2), No Knockback
(-1/4), Reduced by Range (-1/4).
Advantages: +0; Limitations: -4-3/4; Active Cost = 15
points.
Combined: END only from Doom Reserve (+0), Gestures (-1/4),
Incantations (-1/4), OAF Silver Medallion of Doom (-1), Requires Aspirant
Priest Package or better (-1/2), Not on Blessed Ground (-1/4), Side Effects
(2d6 Cumulative Minor Transform, Caster gains a physical limitation) (-1/2),
Extra Time: 2 Phases (-3/4).
END Cost: 5; Magic Roll: -5; Casting Time: 2 phases;
Range: 75".
Real Cost: 10.
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Flaming Foe
By channeling the malevolent anger of Doom, the priest can use this ritual
to incinerate a humanoid foe. The fire will burn for as long as the priest
expends the required END from his reserve, and can spread to combustible
material. (The flames can be doused in the same manner as normal fire.) If the
priest fails his magic skill roll, however, his body will become deformed
instead.
Power: 2d6 RKA versus Energy Defense - Magical Fire
Modifiers: Continuous (+1); Only versus humanoids (-1/4), Does not work
without oxygen (-1/4) END only from Doom Reserve (+0), Gestures (-1/4),
Incantations (-1/4), OAF Silver Medallion of Doom (-1), Requires Aspirant
Priest Package or better (-1/2), Not on Blessed Ground (-1/4), No Knockback
(-1/4), Side Effects (2d6 Cumulative Minor Transform, Caster gains a physical
limitation) (-1/2).
Advantages: +1; Limitations: -3-1/2; Active Cost = 60
points.
END Cost: 6; Magic Roll: -6; Casting Time: 1/2 phase;
Range: 900".
Real Cost: 13.
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Iron Talons
Upon completing this ritual, the nails of the priest grow longer and harden
into sharpened metal. The talons will slice easily through most ordinary
materials, and inflict an evil, burning wound.
Power: 1d6 HKA vs. Physical Defense
Modifiers: Armor Piercing (+1/2), +2 Increased STUN Multiplier (+1),
1/2 END (+1/4); Reduced Penetration (-1/4), END only from Doom Reserve (+0),
Gestures (-1/4), Incantations (-1/4), Requires a Magic Skill roll (-1/2), OAF
Silver Medallion of Doom (-1), Requires Aspirant Priest Package or better
(-1/2), Not on Blessed Ground (-1/4), Side Effects (2d6 Cumulative Minor
Transform, Caster gains a physical limitation) (-1/2).
Advantages: +1+3/4; Limitations: -3-1/2; Active Cost = 41
points.
END Cost: 2; Magic Roll: -4; Casting Time: 1/2 phase;
Range: 0.
Real Cost: 9.
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Paralyze
With a word and a gesture, the aspirant priest can paralyze a foe, leaving
him vulnerable to a normal attack. This ritual locks the nerves of the being,
using an EGO-based attack to freeze his muscles.
Power: 2d6 Entangle
Modifiers: Entangle takes no damage from attack (+1/2), Based on EGO
combat value (+1); END only from Doom Reserve (+0), Gestures (-1/4),
Incantations (-1/4), OAF Silver Medallion of Doom (-1), Requires Aspirant
Priest Package or better (-1/2), Not on Blessed Ground (-1/4), Side Effects
(2d6 Cumulative Minor Transform, Caster gains a physical limitation)
(-1/2).
Advantages: +1+1/2; Limitations: -2-3/4; Active Cost = 50
points.
END Cost: (5); Magic Roll: -5; Casting Time: 1/2 phase;
Range: 250".
Real Cost: 8.
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Sacrifice
By sacrificing the life of a mortal being, a Doom priest can use this
ritual to increase his own power for a few hours. Doom receives the life force
of the sacrificed life, then rewards the priest with greater magical power.
The total aid is limited by the damage inflicted with the dagger. Thus, to
maximize the effectiveness of this spell, the dagger is usually plunged into
the vitals of the helpless victim.
Power: 8d6 Aid to END Reserve.
Modifiers: Return 5 per hour (+1/2); Gestures (-1/4), Incantations
throughout (-1/2), 1/2 DCV Concentrate throughout (-1/2), OAF Silver Medallion
of Doom and a Black Dagger (-1), Single Charge (Requires a sacrificial victim)
(-2), Requires Aspirant Priest Package or better (-1/2), Aid limited to
character point total inflicted by dagger cut of victim (-1/4), Not on Blessed
Ground (-1/4), Side Effects (2d6 Cumulative Minor Transform, Caster gains a
physical limitation) (-1/2), Extra Time - 2 turns (-1-1/4).
Advantages: +1/2; Limitations: -6-3/4; Active Cost = 60
points.
END Cost: 0; Magic Roll: -6; Casting Time: 2 Turns;
Range: 0.
Real Cost: 8.
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Serpent Charm
By communicating through his own subconscious mind, a priest of Doom can
use this ritual to charm and command any serpent. The charm is more effective
when the priest is in close proximity to the serpent. If the priest fails his
magic skill roll, however, his body will become deformed instead.
Power: 8d6 Mind Control
Modifiers: Telepathic contact (+1/4), Only versus Serpents (-1),
Reduced by Range (-1/4), END only from Doom Reserve (+0), Gestures (-1/4),
Incantations (-1/4), 1/2 DCV Concentrate (-1/4), Requires a Magic Skill roll
(-1/2), OAF Silver Medallion of Doom (-1), Requires Aspirant Priest Package or
better (-1/2), Not on Blessed Ground (-1/4), Side Effects (2d6 Cumulative
Minor Transform, Caster gains a physical limitation) (-1/2).
Advantages: +1/4; Limitations: -4-3/4; Active Cost = 60
points.
END Cost: 6; Magic Roll: -6; Casting Time: 1/2 phase;
Range: 300".
Real Cost: 10.
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Spectral Form
The priest can use this ritual to assume, for a brief period, the dark,
spectral form of a malevolent spirit. While in this form, the priest is still
vulnerable to magic, and attacks with silver weapons.
Power: Desolidification (vulnerable to silver and magic)
Advantages: +0; Limitations: -4-3/4; Active Cost = 40
points.
Power: 5" Flight
Modifiers: Linked to Desolid (-1/2).
Advantages: +0; Limitations: -5-1/4; Active Cost = 10
points.
Power: Life Support - Breathing is self-contained
Modifiers: Costs END (-1/2), Linked to Desolid (-1/2).
Advantages: +0; Limitations: -5-1/4; Active Cost = 10
points.
Combined: END only from Doom Reserve (+0), Gestures (-1/4),
Incantations (-1/4), 1/2 DCV Concentrate (-1/4), OAF Silver Medallion of Doom
(-1), Requires Aspirant Priest Package or better (-1/2), Not on Blessed Ground
(-1/4), Side Effects (2d6 Cumulative Minor Transform, Caster gains a physical
limitation) (-1/2), Extra Time - 2 Turns (-1-1/4).
END Cost: 5 + 1/5"; Magic Roll: -6; Casting Time: 2
Turns; Range: 0.
Real Cost: 12.
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Vile Creatures
One of the more bizarre rituals possessed by a Doom priest, this spell
intermixes the features of the creatures in the target area. Thus, a captive
eagle, lion, and lizard can be intermixed to produce three different cross-
breeds. What purpose this ritual serves is a mystery to goodly folk, but the
results of this experimentation can be seen in many dark corners of the
realms. Some of these mixed breeds have become highly successful species in
their own right.
Power: 1d6 Major Transform - Intermix features of target creatures
Modifiers: Area Effect (Radius) (+1), Continuous (+1), Cumulative
(+1/2); END only from Doom Reserve (+0), Gestures throughout (-1/2),
Incantations throughout (-1/2), Requires a Magic Skill roll (-1/2), OAF Silver
Medallion of Doom (-1), Requires Aspirant Priest Package or better (-3/4), Not
on Blessed Ground (-1/4), Side Effects (2d6 Cumulative Minor Transform, Caster
gains a physical limitation) (-1/2), Extra Time - 5 Minutes (-2).
Advantages: +2+1/2; Limitations: -6; Active Cost = 52
points.
END Cost: 5; Magic Roll: -5; Casting Time: 5 Minutes;
Range: 260".
Real Cost: 7.
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Wrack
This ritual can be used to terrorize friend or foe alike. For as long as
the priest chooses to maintain the spell, the target is wracked with painful
mental energies. Only the most strong-willed beings can resist a lengthy
period of such torment.
Power: 2d6 EGO Attack
Modifiers: 1/2 END (+1/4), Continuous (+1); END only from Doom Reserve
(+0), Gestures throughout (-1/2), Incantations (-1/4), Visible Effects (-1/4),
Requires a Magic Skill roll (-1/2), OAF Silver Medallion of Doom (-1),
Requires Aspirant Priest Package or better (-1/2), Not on Blessed Ground
(-1/4), Side Effects (2d6 Cumulative Minor Transform, Caster gains a physical
limitation) (-1/2).
Advantages: +1+1/4; Limitations: -3-3/4; Active Cost = 45
points.
END Cost: 2; Magic Roll: -4; Casting Time: 1/2 phase;
Range: Sight.
Real Cost: 9.
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Doom Priest Package Deal
When an aspirant priest is finally deemed worthy, he will gain the powers
and limitations of an ordained doom priest during a ritual of ascension. He
can then use any of the doom priest rituals, as well as those he already
employed as an aspirant priest, and can create a temple to increase his
followers. This doom priest package completely supersedes the aspirant priest
package. (Most doom priest powers have an active cost of ninety points or
less.)
Skills and Talents Cost
300 point END Reserve, 0 REC, Only for Doom Rituals (-1/4) 24
Detect Unbelievers (Smell), Ranged 7
Doom Ritual Skill 16- 13
Oratory, Persuasion, Acting 9
KS: Religious Dogma 12- 3
KS: Religious Procedures 11- 2
Disadvantages
Package Bonus (15+) -3
Distinctive Features (Difficult, Major Reaction) -15
1d6 RKA from holy water & items -10
Vulnerability: x2 damage from holy weapons (Uncommon) -10
Promotes the faith -20
Package Cost 0
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Beast Presence
Using this arcane ritual, the caster can assume the form and some of the
properties of a creature that has the same evil nature as the priest. That is,
the beast to be copied must possess some type of limitation versus holy men or
their items. If he fails his magic skill roll while casting this ritual,
however, the body of the priest is deformed instead.
Power: +8 DEF Armor
Modifiers: Limited to the armor rating of the new beast form (-1/4),
Costs END (-1/2).
Advantages: +0; Limitations: -3-3/4; Active Cost = 24
points.
Power: Shapeshift, Any creature with limitations versus holy
Modifiers: Linked to Armor (-1/2).
Advantages: +0; Limitations: -3-1/2; Active Cost = 20
points.
Power: Growth
Modifiers: Limited to growth rating of the new beast form (-1/4),
Linked to Armor (-1/2).
Advantages: +0; Limitations: -3-3/4; Active Cost = 15
points.
Power: +15 PRE
Modifiers: Limited to PRE rating of the new beast form (-1/4), Linked
to Armor (-1/2), Costs END (-1/2).
Advantages: +0; Limitations: -4-1/4; Active Cost = 15
points.
Combined: END only from Doom Reserve (+0), Gestures (-1/4),
Incantations (-1/4), OAF Silver Medallion of Doom (-1), Requires Doom Priest
Package or better (-3/4), Not on Blessed Ground (-1/4), Side Effects (3d6
Cumulative Minor Transform, Caster gains a physical limitation) (-1/2), Extra
Time - Full Phase (-1/2).
END Cost: 7; Magic Roll: -7; Casting Time: 1 Phase;
Range: 0.
Real Cost: 15.
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Lash of Pain
Upon completing this ritual, the priest is able to lash his foes with a
magical whip that induces waves of intense pain. This whip can reach out to
foes up to 3" away, provided there are no intervening barriers. In addition,
stronger priests are able to wield this whip with much greater force.
Power: 3d6 DEX Drain
Advantages: +0; Limitations: -3-1/2; Active Cost = 30
points.
Power: 1d6 STUN Drain
Modifiers: Linked to DEX Drain (-1/2).
Advantages: +0; Limitations: -4; Active Cost = 10
points
Power: 3" Stretching
Modifiers: Invisible Power Effects (Sight Group) (+1/2); Linked to DEX
Drain (-1/2).
Advantages: +1/2; Limitations: -4; Active Cost = 22
points.
Combined: END only from Doom Reserve (+0), Gestures (-1/4),
Incantations (-1/4), Requires a Magic Skill roll (-1/2), OAF Silver Medallion
of Doom (-1), Requires Doom Priest Package or better (-3/4), Not on Blessed
Ground (-1/4), Side Effects (3d6 Cumulative Minor Transform, Caster gains a
physical limitation) (-1/2).
END Cost: 7; Magic Roll: -7; Casting Time: 1/2 phase;
Range: 3".
Real Cost: 13.
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Nightmare Minion
A nightmare minion is a shadow creature born from the subconscious fears of
its victim. The minion relentlessly pursues the target, drawing him into a
shadow world of terrors and unborn imaginings. The victim of the minion must
be visible when the spell is cast, or the minion will return to its home plane
unsated.
Power: Summon
Nightmare Minion
(143 points)
Modifiers: Requires a visible target for minion (-1/4), Gestures
(-1/4), Incantations (-1/4), Requires a Magic Skill roll (-1/2), OAF Silver
Medallion of Doom (-1), Requires Doom Priest Package or better (-3/4), Not on
Blessed Ground (-1/4), Side Effects (3d6 Cumulative Minor Transform, Caster
gains a physical limitation) (-1/2), Extra Time - Full Phase (-1/2).
Advantages: +0; Limitations: -4-1/4; Active Cost = 59
points.
END Cost: (6); Magic Roll: -6; Casting Time: 13 Minutes;
Range: 0.
Real Cost: 11.
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Restore Life
This powerful ritual will restore life to a corpse for a short period of
time, usually to serve some dark purpose of Doom. A fresh corpse can return to
life with little loss of abilities and powers, while a long dead figure will
function like a skeleton. The resurrected being will gradually return to the
land of the dead, losing BODY from a "Susceptibility to Living" disadvantage.
If the priest fails his magic skill roll, his body will become deformed
instead. Note that this ritual can quickly drain the Doom reserve of the
caster due to the high END cost required. The longer the corpse has been dead,
the less likely this spell is to succeed.
Power: 1d6 Major Transform
Modifiers: Restore life to any corpse (+1), Continuous (+1), Cumulative
(+1/2); -1 to Magic Roll per step down the time chart beyond 1 phase since the
corpse was alive (-1/2), END only from Doom Reserve (+0), Being loses 1d6 BODY
per hour while alive (-1/4), x4 END (-1-1/2), No Range (-1/2), Gestures
(-1/4), Incantations (-1/4), OAF Silver Medallion of Doom (-1), Requires Doom
Priest Package or better (-3/4), Not on Blessed Ground (-1/4), Extra Time - 13
Minutes (-2-1/4).
Advantages: +2+1/2; Limitations: -7-1/2; Active Cost = 52
points.
END Cost: 20; Magic Roll: -5; Casting Time: 13 Minutes;
Range: 0.
Real Cost: 6.
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Strife
A favorite and diabolical trick of the Doom priests is to employ this
ritual to spread strife among his enemies. The target of this ritual will
grapple with his nearest ally, who in turn becomes infected by the mental
discord. When more allies attempt to break up the conflict, they too will
become infected. In this manner, the priest can spread strife throughout the
ranks of his enemies.
Power: 10d6 Mind Control
Modifiers: Sticky (+1/2); Only to grapple with nearest ally (-1/2), END
only from Doom Reserve (+0), Gestures (-1/4), Incantations (-1/4), Requires a
Magic Skill roll (-1/2), OAF Silver Medallion of Doom (-1), Requires Doom
Priest Package or better (-3/4), Not on Blessed Ground (-1/4), Side Effects
(3d6 Cumulative Minor Transform, Caster gains a physical limitation)
(-1/2).
Advantages: +1/2; Limitations: -4; Active Cost = 75
points.
END Cost: 7; Magic Roll: -7; Casting Time: 1/2 phase;
Range: 0.
Real Cost: 15.
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Supplication
After a period of supplication and prayer to Doom, the weakened powers of
the priest will be slowly restored to normal. Since these prayers are more
likely to be heard by Doom while in the presence of a loyal congregation, this
is a standard opening ritual during services. This ritual is very risky to
perform in solitude, however, as failure can result in physical deformity. For
this reason, despite the relative simplicity of this ritual, it is only taught
to a fully ordained Doom priest.
Power: 2d6 Healing to END Reserve
Modifiers: 0 END (+1/2); 11- Activation Roll (+1 for each doubling of
total Doom worshippers) (-1/2), Only to starting value (-1/2), END only from
Doom Reserve (+0), Gestures throughout (-1/2), Incantations throughout (-1/2),
0 DCV Concentrate throughout (-1), OAF Silver Medallion of Doom (-1), Requires
Doom Priest Package or better (-3/4), Not on Blessed Ground (-1/4), Side
Effects (2d6 Cumulative Minor Transform, Caster gains a physical limitation)
(-1/2), Extra Time - 1 Minute (-1-1/2).
Advantages: +1/2; Limitations: -7; Active Cost = 15
points.
END Cost: 7; Magic Roll: -7; Casting Time: 1/2 phase;
Range: 0.
Real Cost: 2.
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Thunderbolt Strike
Calling upon the power of his god, a priest of Doom can use this ritual to
call down a powerful stroke of lightning against a foe. This ritual will only
function under the open sky, or on unholy ground that is sacred to Doom.
Power: 8d6 Energy Blast (Lightning)
Modifiers: Indirect (Any Direction) (+3/4); Only from above target (-
1/4), END only from Doom Reserve (+0), Gestures (-1/4), Incantations (-1/4),
Requires a Magic Skill roll (-1/2), OAF Silver Medallion of Doom (-1),
Requires Doom Priest Package or better (-3/4), Not on Blessed Ground (-1/4),
Side Effects (2d6 Cumulative Minor Transform, Caster gains a physical
limitation) (-1/2), Only on ground open to the sky or sacred to Doom
(-1/2).
Advantages: +3/4; Limitations: -4-1/4; Active Cost = 70
points.
END Cost: 7; Magic Roll: -7; Casting Time: 1/2 phase;
Range: 350".
Real Cost: 13.
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Doom Lord Package Deal
The most powerful priest in the temple of Doom is given the honorary title
of Doom Lord, and is the only Doom priest who can don the blood robes. A Doom
Lord gains the special attention and favor of Doom, and he will often be
whisked away to the Doom plane at any time deemed fit by his god. While he now
commands absolute authority within the order, lesser rival priests will
constantly seek opportunities to usurp the current Doom Lord and take over the
post for themselves. This Doom Lord package completely supersedes all other
Doom packages, and he can employ any of the Doom rituals, including those
reserved solely for the Doom Lord.
Skills and Talents Cost
400 point END Reserve, 0 REC, Only for Doom Rituals (-1/4) 32
Detect Unbelievers (Smell), Ranged 7
Extradimensional Movement - Plane of Doom, Only from Doom
END Reserve (+0), No Conscious Control (-2) 7
Doom Ritual Skill 18- 17
Persuasion 5
Oratory, Acting 6
KS: Religious Dogma 13- 4
KS: Religious Procedures 12- 2
Disadvantages
Package Bonus (15+) -3
Distinctive Features (Difficult, Major Reaction) -15
2d6 RKA from holy water & items -15
2d6/Turn when on blessed ground (Uncommon) -15
Vulnerability: x2 damage from holy weapons (Uncommon) -10
Hunted (Rival Priests: Less powerful, 8-, Assassinate) -5
Promotes the faith -20
Package Cost 0
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Animate Armor
The Doom Priest, by means of this ritual, is able to animate a set of plate
mail armor and use it to battle a foe. The suit of armor need not be in the
same room as the priest. Indeed, the spell caster will be extremely vulnerable
to any attacks, as he will be completely preoccupied by controlling the suit
of armor. If the armor is missing an appendage, then the priest is unable to
use that feature of the suit. Thus, if a leg is missing, then the suit will
need to hop about in order to move.
Power: Clairsentience, Sight and Sound Groups
Modifiers: Only to see through visor of empty armor (-1/2).
Advantages: +0; Limitations: -6; Active Cost = 40
points.
Power: 15 STR Telekinesis with Fine Manipulation
Modifiers: Indirect (Any) (+3/4); Only to animate an empty suit of
armor as if occupied (-1/2), Linked to Clairsentience (-1/2).
Advantages: +3/4; Limitations: -6-1/2; Active Cost = 38
points.
Combined: END only from Doom Reserve (+0), Gestures (-1/4),
Incantations (-1/4), 0 DCV Concentrate Throughout (-1), Requires a Magic Skill
roll (-1/2), OAF Silver Medallion of Doom (-1), Requires Doom Lord Package
(-1), Not on Blessed Ground (-1/4), Side Effects (3d6 Cumulative Minor
Transform, Caster gains a physical limitation) (-1/2), Extra Time - 2 Phases
(-3/4).
END Cost: 8+; Magic Roll: -8; Casting Time: 2 phases;
Range: 190".
Real Cost: 11.
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Beast Summoning
The Doom Lord can use this ritual to summon any creature that is formed
from parts of other creatures. Beasts such as a Griffon, Siren, Chimera,
Minotaur, Cockatrice, or Manticore can be conjured by this means. This ritual
will not summon shape-shifting creatures, or beings altered into other forms
by lycanthropy. Once the beast has been successfully summoned, the priest will
need to find some other means to placate or control the creature.
Power: Summon Combined Creature (360 pt. maximum)
Modifiers: Any Creature formed from combining other creatures (+1/4);
Gestures (-1/4), Incantations (-1/4), 1/2 DCV Concentrate throughout (-1/2),
Requires a Magic Skill roll (-1/2), OAF Silver Medallion of Doom (-1),
Requires Doom Lord Package (-1), Not on Blessed Ground (-1/4), Side Effects
(2d6 Cumulative Minor Transform, Caster gains a physical limitation) (-1/2),
Extra Time - 13 minutes (-2-1/4).
Advantages: +0; Limitations: -6-1/2; Active Cost = 127
points.
END Cost: (13); Magic Roll: -13; Casting Time: 13
Minutes; Range: 0.
Real Cost: 17.
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Dark Storm
Upon completing this ritual, a huge thunderstorm begins to form above the
target hex in a 4km diameter. The storm creates a strong wind, flashes of
thunder, and a driving rain for a period of several hours. As quickly as it
arose, the storm will evaporate when the duration expires or the caster moves
out of range.
Power: Images to Touch, plus Sight and Sound Groups
Modifiers: x256 Radius (+2); Only to create a thunder storm (-1/2).
Advantages: +2; Limitations: -6-3/4; Active Cost = 90
points.
Power: 14 STR Telekinesis
Modifiers: Area Effect (+1), x256 Area (+2); Linked to Images (-1/2),
Side Effects (3d6 Cumulative Minor Transform, Caster gains a physical
limitation) (-1/2).
Advantages: +3; Limitations: -7-1/4; Active Cost = 84
points.
Combined: Costs END to cast (-1/4), END only from Doom Reserve (+0),
Gestures (-1/4), Incantations (-1/4), 0 DCV Concentrate (-1), OAF Silver
Medallion of Doom (-1), Single Continuing Charge lasting 5 hours (-1/4),
Requires Doom Lord Package (-1), Not on Blessed Ground (-1/4), Extra Time - 5
Minutes (-2).
END Cost: (17); Magic Roll: -17; Casting Time: 5 Minutes;
Range: 420".
Real Cost: 22.
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Hand of Doom
A great, blood-covered gauntlet appears before the Doom Lord, and begins to
smash any barriers that stand before him. This crude implement of destruction
is very powerful, but incapable of any more subtle actions. The gauntlet is
also gravely weakened by range, losing 5 points of STR after 4", 10 points
after 8", and so on.
Power: 36 STR Telekinesis
Modifiers: Area Effect (Hex) (+1/2), 1/2 END (+1/4); Affects all parts
of target (-1/4), Reduced by Range (-1/4), END only from Doom Reserve (+0),
Gestures (-1/4), Incantations (-1/4), 0 DCV Concentrate (-1), OAF Silver
Medallion of Doom (-1), Requires Doom Lord Package (-1), Not on Blessed Ground
(-1/4), Extra Time - 1 Turn (-1).
Advantages: +3/4; Limitations: -5-3/4; Active Cost = 94
points.
END Cost: 5; Magic Roll: -9; Casting Time: 1 Turn;
Range: 470".
Real Cost: 14.
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Mind Slave
The victim of this ritual becomes a helpless slave of the Doom Lord, and
must obey his every command. While following the instructions of the Doom
Lord, the victim is immune to pain and can withstand STUN damage without
becoming stunned. If the Doom Lord fails his magic skill roll, however, his
body will become deformed instead.
Power: Apply Automaton Advantage - Cannot be Stunned
Modifiers: 0 END Persistent (+1), Uncontrolled (+1/2), Useable Against
Others (+1), Ranged (+1/2), No Range Penalty (+1/2); Only while obeying
commands of caster (-1/4).
Advantages: +3+1/2; Limitations: -6; Active Cost = 67
points.
Power: 12d6 Mind Control - Verbal Commands
Modifiers: Linked to Advantage (-1/2).
Advantages: +0; Limitations: -5-1/4; Active Cost = 60
points.
Combined: END only from Doom Reserve (+0), Gestures (-1/4),
Incantations (-1/4), 1/2 DCV Concentrate (-1/4), OAF Silver Medallion of Doom
(-1), Requires Doom Lord Package (-1), Not on Blessed Ground (-1/4), Extra
Time - 13 Minutes (-2-1/4).
END Cost: (13); Magic Roll: -13; Casting Time: 13 Min.;
Range: Sight.
Real Cost: 20.
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Symbol of Death
This protective ritual is used to guard sacred sites from intruders. The
symbol of Doom is placed in a fixed location, such as a door or passage.
Anybody touching the symbol, with the exception of the caster, will be struck
by a massive surge of energy.
Power: 10d6 Energy Blast versus ED
Modifiers: Trigger (Symbol touched by STR 0 or higher) (+1/4),
Uncontrolled (+1/2), Personal Immunity (+1/4); Beam Attack (-1/4).
Advantages: +1; Limitations: -7; Active Cost = 100
points.
Power: Images to Sight
Modifiers: 0 END Persistent (+1), Continuous (+1), Uncontrolled (+1/2);
Only display symbol of doom (-1), Linked to EB (-1/2).
Advantages: +2+1/2; Limitations: -8-1/4; Active Cost = 35
points.
Combined: END only from Doom Reserve (+0), No Range (-1/2), Gestures
(-1/4), Incantations (-1/4), Requires a Magic Skill roll (-1/2), OAF Silver
Medallion of Doom (-1), Requires Doom Lord Package (-1), Not on Blessed Ground
(-1/4), Side Effects (2d6 Cumulative Minor Transform, Caster gains a physical
limitation) (-1/2), Extra Time - One Hour (-2-1/2).
END Cost: (13); Magic Roll: -13; Casting Time: 1 Hour;
Range: 0.
Real Cost: 16.
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