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(TFT) Cult Of Orcus
Hi all,
can't remember if I posted this before - I was playing around with some of
the priest rules, and the D&D to TFT conversion rules and put some stuff
together. Anyone got any more ideas?
The Cult Of Orcus (Prince of the Undead)
One nefarious creature and sworn adversary of Christianity is Orcus, a demon
lord who commands a secretive cult scattered throughout Cidri. His priests
are secretive as they are despised. Due to their unpopularity, they often
have undead as their only allies or servants. A talent that is taught here
is Undead Followers.
Undead Followers (2): An IQ 11 talent - prerequisite priest. Similar to New
Followers, in that a 4/IQ roll is made to 'befriend' any undead encountered
below IQ 8. A 5/IQ roll is required for those undead of IQ 8 and above. A
person with undead followers will be very unpopular in most civilized areas,
incurring a -2 on reaction rolls.
Powers granted to the priesthood include:
Soul Siphon: Costs 3 fST (2 fST for Theologian), constant prayer, and a
4vsST roll.
This may only be used when the cleric is torturing a helpless victim. When
the physical body is in torment, the soul (normally strongly attached to the
body) tries to get free. This rite will drain off the essence of the soul,
and allow the cleric to power strange and powerful magic spells.
If the soul is drained for too long, it will expire, leaving a zombie-like
body (which also can be used by evil clerics).
Sentence Soul: This normally is only awarded to Theologians. It costs 5 fST,
10 minutes of prayer, and a 4vsDX roll.
This rite sentences a soul to remain forever on this plane of existence.
The soul will become a ghost, zombie, ghoul, or some other form of undead
unless it can fight free of this rite (and usually it can't with out help).
The soul is vulnerable to Spiritual Diseases and if infected for long enough
may go mad, become evil, or twist into some crippled shadow of its original
form.
If the undead is given last rites, the soul may someday be saved, if it is
not yet too polluted.
Notes On Orcus Himself And His Avatars
Shrines act as anchor points where Orcus can focus his energy into an
avatar. Scholars assume that Orcus in his original form is approximately
double in ST and all other attributes compared with his Greater Avatar. The
most common manifestation is a lesser avatar. A minor avatar may be summoned
in time of need (such as when the cult is attacking a stronghold o
something), but will enerally avoid combat. Having an avatar vanquished can
be catastophic for a deity; assume that 10-60% of all the deity's worshipers
who hear about it will desert. How can a God be all-powerful with its butt
kicked?
Orcus (Greater Avatar)
ST:180 MA:10/18
DX:15 Armour:12 point hide
IQ:20
This avatar of Orcus will appear within 1km of a Greater Shrine when
summoned. He is a 3-hex figure, all of 5m tall, and attacks twice a turn.
Once, with a snake-headed tail, which can attack in any rear or side hex and
bites for 1 die damage plus requiring a 3/ST roll or collapsing into a coma
and dying after 3 turns, and again, with his skull-headed wand, which hits
as a gigantic mace for 4+4 damage. Orcus has the following spells and
talents: mage sight, teleport, 7-hex shadow, 4-hex illusion, detect magic,
analyze magic, 7-hex wall of fire, zombie, undead battle mastery, lightning
(maximum 8 fST).
Orcus (Lesser Avatar)
ST:90 MA:10/18
DX:15 Armour:6 point hide
IQ:20
This avatar of Orcus will appear within 1km of a Lesser Shrine when
summoned. He is a 1-hex figure, 2.5m tall, and attacks twice a turn. Once,
with a snake-headed tail, which can attack in any rear or side hex and bites
for 1 die damage plus requiring a 3/ST roll or collapsing into a coma and
dying after 3 turns, and again, with his skull-headed wand, which hits as a
huge mace for 2+2 damage. Orcus has the following spells and talents: mage
sight, teleport, 4-hex shadow, illusion, detect magic, analyze magic, 4-hex
wall of fire, zombie, undead battle mastery, lightning (maximum 4 fST).
Orcus (Minor Avatar)
ST:45 MA:10/18
DX:15 Armour:3 point hide
IQ:20
This avatar of Orcus will appear when summoned beyond the vicinity of any
shrine. He is a 1-hex figure, 2m tall, and attacks twice a turn. Once, with
a snake-headed tail, which can attack in any rear or side hex and bites for
1 die damage plus requiring a 3/ST roll or collapsing into a coma and dying
after 3 turns, and again, with his skull-headed wand, which hits as a mace
for 2 dice damage. Orcus has the following spells and talents: mage sight,
teleport, 4-hex shadow, illusion, detect magic, analyze magic, 4-hex wall of
fire, zombie, undead battle mastery, lightning (maximum 3 fST).
Orcus' Shrines
Lesser Shrines require the sacrifice of 100ST of sentient beings and a 2.5m
high statue of the god worth at least $5000. This statue will animate to
become a lesser avatar. A priest is required to perform the sacrifices.
Greater Shrines require the sacrifice of 200ST of sentient beings and a 5m
high statue of the god worth at least $15000. This statue will animate to
become a lesser avatar. A theologian is required to perform the sacrifices.
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