Difference between revisions of "KarKradas"

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==Common Rituals==
 
==Common Rituals==
 
The following formulae are assumed to be in common circulation among knowledgeable sorcerers.
 
The following formulae are assumed to be in common circulation among knowledgeable sorcerers.
 +
===Call the Umbral Kraken===
 +
As the '''Umbral Kraken of Kar'Kradas''' spell above, save performed as a ritual (''Cost: 30 Power Points''). Like the spell, no one has demonstrated the power to summon more than one umbral kraken.
 
===Rites of the Houndmasters===
 
===Rites of the Houndmasters===
 
In Kar'Kradan cults, there are Houndmasters whose main job it is to summon numbers of darkhounds to serve the aims of the cult. These all use the '''Hounds of Kar'Kradas''' spell effects.
 
In Kar'Kradan cults, there are Houndmasters whose main job it is to summon numbers of darkhounds to serve the aims of the cult. These all use the '''Hounds of Kar'Kradas''' spell effects.
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* '''Call the Pack:''' ''Cost: 46 Power Points''. This rite summons four darkhounds, a full pack to fulfill some malign purpose.
 
* '''Call the Pack:''' ''Cost: 46 Power Points''. This rite summons four darkhounds, a full pack to fulfill some malign purpose.
 
* '''Call the Dark Hunt:''' ''Cost: 56 Power Points''. This rite summons eight darkhounds, and they are traditionally set on the trail of a foe who is hunted down at all costs.
 
* '''Call the Dark Hunt:''' ''Cost: 56 Power Points''. This rite summons eight darkhounds, and they are traditionally set on the trail of a foe who is hunted down at all costs.
===Call the Umbral Kraken===
 
As the '''Umbral Kraken of Kar'Kradas''' spell above, save performed as a ritual (''Cost: 30 Power Points''). Like the spell, no one has demonstrated the power to summon more than one umbral kraken.
 

Revision as of 08:43, 4 September 2020

KarKradas.jpg

The Whisperer in the Shadows Between Worlds
Kar’Kradas is an ancient and powerful demon, known as the Whisperer in the Shadows Between Worlds. It is said he was bound in “the places between” long ago, perhaps even before time as we know it, and now he can only access the world through shadows, corners, and mirrors, perceived by some sensitives out of the corner of the eye in just a glimpse. Magicians call on the Whisperer for powers of darkness, deception, and transcending time and space. Cults have worshipped Kar’Kradas throughout time, and some have sought to free him from his imprisonment, even though doing so would mean the unraveling of the Cosmic Coil and the end of all existence as we know it.

Common Spells

Call of Kar'Kradas

This spell invokes one of the horrible outer things over which Kar'Kradas is tyrant.

  • Summon (Demon) • 5 points per rank • Standard Action, Close Range, Sustained • Active, Broad, Controlled

Chains of Kar'Kradas

This spell enwraps the foe in chain-like tentacles of purest darkness.

  • Affliction • 3 points per rank + 2 points • Resisted by Dodge, Overcome by Damage; Hindered + Vulnerable > Defenseless + Immobile • Standard Action, Ranged, Instant • Affects Insubstantial 2, Cumulative, Extra Condition, Increased Range 1 (Ranged) • Limited Degree

Crooked Path of Kar'Kradas

This spell allows the magician to step into a shadow and vanish, reappearing out of another shadow some distance away.

  • Teleport • 2 points per rank • Move Action, Rank Range, Instant • Accurate • Medium (Shadows)

Hounds of Kar'Kradas

Dark Hounds (PL 6 • MR 5)
Dark-hounds.jpg

STR 5 STA 2 AGL 3 DEX 1 FGT 4 INT –4 AWE 1 PRE 0

  • Powers: Concealment 4 (Visual, Shadows only), Growth 2 (Permanent, Innate), Insubstantial 4, Protection 4, Senses 3 (Acute Magical Awareness, Magical Tracking; Acute Smell, Low-light Vision).
  • Skills: Close Combat: Unarmed 3 (+7), Perception 5 (+6), Stealth 8 (+9).
  • Offense: Init +3, Unarmed +7 (Close, Damage 5).
  • Defenses: Dodge 6, Parry 6, Fortitude 6, Toughness 6, Will 3.
Umbral Kraken (PL 8 • MR 5)
Umbral-kraken.jpg

STR 12 STA 12 AGL 2 DEX 0 FGT 4 INT –4 AWE 1 PRE –4

  • Powers: Concealment Attack 4 (Visual, Cloud Area), Extra Limbs 4 (Tentacles), Growth 12 (Permanent, Innate), Insubstantial 4, Swimming or Burrowing 6 (30 MPH).
  • Advantages: Improved Grab.
  • Skills: Perception 6 (+7).
  • Offense: Init +2, Attack +4 (Close, Damage 12).
  • Defenses: Dodge 0, Parry 2, Fortitude 12, Toughness 12, Will 4.

This spell is a summoning spell, calling forth one or more “dark hounds,” relentless hunters and trackers.

  • Summon (Dark Hound) • 26 points + 10 points per doubling of the number of hounds • Standard Action, Close Range, Sustained • Controlled, Heroic, Mental Link

Umbral Kraken of Kar'Kradas

This spell is another summoning spell, calling up a massive tentacled creature of darkness from the depths. It’s the equivalent of giant squid (M&M Gamemaster’s Guide, page 135) with Insubstantial 4, and Burrowing rather than Swimming, if summoned on land. Only one such kraken can ever be summoned at once, and it is thought that only one such exists.

  • Summon (Umbral Kraken) • 30 points • Standard Action, Close Range, Sustained • Active, Controlled, Heroic

Common Rituals

The following formulae are assumed to be in common circulation among knowledgeable sorcerers.

Call the Umbral Kraken

As the Umbral Kraken of Kar'Kradas spell above, save performed as a ritual (Cost: 30 Power Points). Like the spell, no one has demonstrated the power to summon more than one umbral kraken.

Rites of the Houndmasters

In Kar'Kradan cults, there are Houndmasters whose main job it is to summon numbers of darkhounds to serve the aims of the cult. These all use the Hounds of Kar'Kradas spell effects.

  • Call the Hound: Cost: 26 Power Points. This rite summons a single darkhound, typically to serve for a single specific purpose.
  • Call the Defenders: Cost: 36 Power Points. This rite summons a pair of darkhounds, and is generally used to provide bodyguards for an important cult leader or sorcerer.
  • Call the Pack: Cost: 46 Power Points. This rite summons four darkhounds, a full pack to fulfill some malign purpose.
  • Call the Dark Hunt: Cost: 56 Power Points. This rite summons eight darkhounds, and they are traditionally set on the trail of a foe who is hunted down at all costs.