KarKradas

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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)

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)

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

  • Powers: Concealment Attack 4 (Visual, Cloud Area, Limited to Underwater), 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. They have the game stats of lions (M&M Gamemaster’s Guide, page 135), with the addition of Concealment 4 (Visual, Limited to shadows), Insubstantial 4, and Senses 3 (Acute Magical Awareness, Magical Tracking), raising total points to 75.

  • 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.

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