Monthly Archives: September 2013

The Fallen Angels of Hubris

Here’s the PDF version: Fallen Angels of Hubris

Fallen Angel

 

Angels all hail from the far off realm of light and healing; a dimension which has little in common with the twisted world of Hubris.  Angles rarely choose to come to Hubris except when forced to do so and those that survive the journey across the void are usually unable to withstand the corrupting nature of this putrid mortal realm for very long.  Eventually the angel succumbs to their own desires, and it is only a matter of time before they are corrupted into vile creatures of hideous cravings, powers, and machinations.  These beings use their special powers and abilities to influence and corrupt others, often forcing the masses to worship them as some sort of god.

Wizards can strike bargains with fallen angels using the patron bond spell.  Fallen angels will bestow their subjects with power and abilities, so long as the wizard remains true to their master.  Those that fail, or forget their place, find that that wrath of a fallen angel is as brutal, horrific, and painful as any gods.

There are many different types of angels in the plane of light and healing and any can fall from grace by the warped nature of Hubris.  Thus all fallen angels are unique with the own goals and personalities, but can be quantified using the charts and tables below.

Angel

Communication

Abilities

Immunities

Crit

Threat

 Range

Type I Speech (celestial and common) Infravision, Protection from good (+4 check) Half damage from non- magical weapons and fire

20

Type II Speech , ESP (read minds, but not converse) Infravision, Protection from good (+8 check) Immune to non-magical weapons or natural attacks from creatures of 3 HD or less; halfdamage from fire, acid, cold, electricity, gas

19-20

Type III Speech, telepathy Infravision, Protection from good (+12 check) Immune to weapons of lessthan +2 enchantment or natural attacks from creatures of 5HD or less; half-damage from fire, acid, cold, electricity, gas

18-20

Type IV Speech, telepathy Infravision, Protection from good (+16 check) Immune to weapons of lessthan +3 enchantment or natural attacks from creatures of 7 HD or less; immune to fire, cold, electricity, gas; half-damage from acid

17-20

Type V and above Speech, telepathy Infravision, Protection from good (+20 check) Immune to weapons of lessthan +4 enchantment or natural attacks from creatures of 9 HD or less; immune to fire, cold, electricity, gas, acid

16-20

 

Unique Fallen Angels

All fallen angels are roughly human in appearance and have large wings that grant them to fly at great speeds (fly 90’), but each angel has distinguishing characteristics that separate them from one another.  A fallen angel’s physical appearance is also altered by the corruptive forces of Hubris.  Each fallen angel has become obsessed with some want or desire which once fixated upon expedited their fall from grace.

Fallen Angel Special Appearance (roll 1d3 times)

1 Shimmering appearance

2 Unnaturally beautiful

3 Blue skin

4 Alabaster skin

5 Black skin

6 Green skin

7 No hair

8 Feathers for hair

9 Pointed ears

10 Yellow eyes

11 Red eyes

12 Purple eyes

13 Metallic flesh

14 Musical voice

15 Wings are red

16 Wings are black

17 Has four wings (fly 120’)

18 Tall

19 Extremely muscular

20 Lithe

21 Large hands

22 Veins glow

23 Black eyes

24 Smells of soap

25 Constantly warm

26 Face of dog

27 Face of hawk

28 Rumbling voice

29 Ghostly appearance

30 Extra set of arms

Fallen Angel Corruption (roll 2d2 times)

1 Elongated arms and legs

2 No flesh

3 Distended stomach

4 Two faces

5 Many hands

6 Many eyes

7 Skin covered in seeping scabs

8 Two heads

9 Face on stomach

10 Bat head

11 Chest cavity exposed

12 Black veins

13 Horns

14 Aura of stench

15 Unhinged jaw

16 Tusks

17 Bat wings

18 Controls vermin

19 Touch withers plants

20 Slimy skin

21 Weeps acidic blood

22 Super strength

23 Super intelligent

24 Extremely obese

25 Many mouths

26 Mouth is a beak with needle teeth

27 Body is covered in fur

28 Elongated torso

29 Spiked tail

30 Protruding bone spurs

Fallen Angel Obsession (roll one time)

1 Love

2 Riches

3 Power

4 Jealousy

5 An object

6 Revenge

7 Purity

8 Beauty

9 Youth

10 Knowledge

11 Death

12 Getting back to home realm

Fallen Angel Base Attack (roll 1d2 times)

1 Bite

2 Claws

3 Constriction

4 Eye beams

5 Charge

6 Gore

7 Weapon (normal)

8 Weapon (overlarge)

Fallen Angel Special Ability (roll 1d4-1 times)

1 Poison*

2 Curse**

3 Drain ability score

4 Drain XP

5 Sleep

6 Paralysis

7 Possession

8 Drain blood

9 Spells***

10 Suffocation

11 Swallow whole

12 Breath weapon

13 Necrotic touch

14 Aura of pain

15 Inflict wounds****

16 Corrupting touch *****

17 Teleportation

18 Charm Person (as DCC spell, HD as check modifier)

19 Change shape (as Polymorph, self only.  HD as check modifier)

20 Rusting touch (metal rusts in 1d6 rounds if touched, magic items get save)

* See Appendix P.

** See Appendix C.

*** Of wizard type. 1d4 spells of random level; spell check modifier equal to HD.

**** Same as Cleric Lay on Hands ability, but inflicts amount healed as damage.

***** Target must make save or gain a mutation.  Roll 1d5: 1-3 Cosmetic Mutation; 4 Power mutation; 5- Corrupting Mutation

Fallen Angel Statistics Range by Type

Type HD AC Attack Modifier Target DCs forspecial attacks
I 1-4 10-15 +2 to +6 10-14
II 4-8 13-18 +6 to +10 14-18
III 6-12 15-20 +8 to +12 18-20
IV 8-16 18-23 +10 to +16 20-22
V 10-20 20-25 +12 to +18 22-24
VI 15-30 22-28 +20 to +24 25-27

 

 

 

Named Fallen Angels

The beautiful and benevolent Ophelia

The beautiful and benevolent Ophelia

Ophelia (type VI fallen angel): Init +12; Atk overlarge sword +20 melee (dmg 3d8+6), bite +22 melee (2d6+6 plus swallow), or spiked tail +22 (3d4+6); AC 24; HD 15d12; MV 30’ or fly 90’; Act 3d20; SP  tears of acidic blood (1d4+4 damage), swallow whole (Ref save DC 26),  Charm Person  (+15 spell check, Will save DC 25); Protection from good (+20 to check), fallen angel traits; SV Fort +15, Ref +12, Will +15; AL L.

Deep in the Frozen Wastes, in the protection of the Crag, the fallen angel Ophelia sits upon a throne of slaves and served by her devoted and enamored frost giants.  In the realm of light and healing Ophelia was admired for her breathtaking beauty and soft and musical voice. Now she is a twisted horror and only a shadow of her former self remains.  Her bare distended stomach shows the face of Bale, a vile personality that mumbles thoughts of torture and disease to Ophelia.

When Ophelia arrived on Hubris she quickly fell in love with a spoiled noble from Fairweather, but he spurned her advances, thinking her only a pitiful mortal woman.  She quickly became obsessed with making the noble love her, and became more and more desperate with each spurn of her affections.  Ophelia’s transformation occurred when she lost herself to the throes of passion and lashed out and murdered the noble.

She wandered Hubris for years, eventually finding a home in the Frozen Wastes and now enjoys being revered by the frost giant tribes.

Fallen Angel

Maxsus (type III fallen angel): Init +8; Atk war hammer +12 melee (dmg 1d8+3 and poison and corrupting touch), touch +10 melee (dmg 1d4+3 and poison and corrupting touch), AC 17; HD 10d12; MV 30’ or fly 90’; Act 2d20; SP  Poison (Fort save DC 20, failure means permanent paralysis that can only be healed through magical means), Corrupting Touch (Fort DC 20, failure gains mutation.  Use mutant class tables), Spells- Turn to Stone (lvl 3), Breathe Life (lvl 3), and Magic Bulwark (lvl 5); Protection from good (+12 to check), fallen angel traits; SV Fort +12, Ref +10, Will +12; AL L.

Maxsus was the Keeper of Knowledge and Guardian of Histories for hundreds of years in the realm of Light.  His shimmering blue-skinned visage was a common sight at the various libraries throughout the realm.

Eventually Maxsus’s hunger for knowledge could no longer be satiated pouring through the annuals of history of all the different realms of existence and he plunged into traveling from plane to plane.  Eventually Maxsus came to Hubris and here he met his downfall.  Consumed with knowledge, he began hording secrets, seeking out magical objects, even stealing memories of the living.

His hands were constantly grasping for knowledge and eventually consumed his flesh, tearing away his own face and exposing the emptiness of his own hollow existence by ripping away his chest cavity.  Maxsus’s touch is horribly poisonous to mortals, can wither plants, and can corrupt people into mutated beasts.

Maxsus wanders Hubris, manipulating others, to gain knowledge, secrets, memories, and magic.


The Pitiful and Lamentable Unicorn of Hubris

The pitiful unicorn of Hubris

The pitiful unicorn of Hubris- inspired by sculpture seen in Montreal, drawn by my girlfriend.

Unicorn

Unicorn: Init 3; Atk horn +6 (2d4 + curse DC 20 Will or suffer one effect, roll 1d4: 1) -4 to all rolls; 2) -2d3 from one Attribute; 3) 50% chance each round that the target will be unable to act; 4) There is a 25% chance that each day something horribly unlucky will happen to you) or hoof +4 (1d4+2); AC 14; HD 4d10; MV 60’; Act 1d20; SP Gaze (DC 14 Will or unable to act while looking at the unicorn, only broken upon successful save), Unlucky Aura (DC 20 Will or Luck stat becomes a 3 while within 30’ of a unicorn.  The unicorn cannot suppress this ability), Infravision 120’, Death Curse (20% of occurring upon death- use curse stated above but roll twice with two saves); SV Fort +4, Ref +4, Will +6; AL C.

Mythology and conjecture claim the unicorn is a graceful and gorgeous creature created by ancient and long-forgotten gods, and to be in the company of one is to be blessed with good fortune.  The reality is that the unicorn is a truly lamentable creature that lurks in the thick wooded groves of the Weeping Forest of Forgotten Memories.  Its pitiful mewling and awkward gait makes those who look on this creature uncomfortable, as if they are looking on something indecent.  Even the Court of Delirium, with their influence over the forest and its creatures, give the unicorn a wide berth.   The fae of the forest whisper stories that the killing of such a pathetic creature is an unforgivable and cowardly act, and those that commit such an atrocity will be cursed forever.

Unicorns prefer not to fight, relying instead on their gaze attack and unlucky aura to dissuade aggressors from harming them.  However if forced into conflict the horrible curse of the unicorn’s horn is more than sufficient to deal with enemies or predators.


Hubris- The Chart of Memories of the Forest- What Happens to Mortals While Inside the Weeping Forest of Forgotten Memories

Weeping Forest of Forgotten Memories- This vast mist-shrouded forest lies to the east of Eisenbar.  During the day the lush green trees are so thick that the canopy blots out the sky.  When the night comes the leaves wither and fall to the ground, and the branches look like terrible gnashing teeth and clawed skeletal hands.  Stories have circulated for hundreds of years that the Well of Unfathomable Knowledge lies at the center center of the forest and is guarded by a terrible monstrosity; all attempts to find this legendary wonder have failed, and none have returned.

When mortals spend too long in the forest, they begin to have visions of memories and feelings that are not their own.  Most eventually succumb to these visions and their minds break, and they become the Lost; pitiable creatures that plague the forest and the Great Plains of Unbidden Sorrow (see Memories of the Forest Below).

The fae of the Court of Delirium make their home on the material plane in the forest.   These enigmatic beings guard their secrets jealously and ask a high price for help.  They are constantly at war with The Wretched; a group of fae that have become corrupted by Hubris and were exiled from the court.  Baba Yaga, the mother of all witches, who is both more deadly and enticing than the monsters or fae that lurk here, makes her home within the boundaries of the forest.  She has been seen flying on her mortar and pestle through the trees, snatching and grabbing people who wander to close.  A few even claim that rather than mash their bones into meal, she offered them help.  Even fewer claim to have seen the bizarre home of Baba Yaga; a rickety hut atop giant chicken legs.

Here’s the PDF for the memories of the forest- Memories of the Forest.

Memories of the Forest

Each the day a mortal remains in the Weeping Forest of Forgotten Memories, they risk being bombarded with memories of others, some even manifesting in a physical manner.  Each day, characters must make a Will save (starting DC 10, each day in the forest increases the DC by 1).  If the target succeeds their mind has avoided the effects of the forest for 24 hours.  If the target fails they must roll on the chart below to determine the effects the forest has had on their psyche.  Some of the effects listed below have a secondary effect.  Failure also results in a temporary loss of 1d3 Personality points.  The target will start regaining lost Personality points after being out of the forest for as many days as Personality loss.  If a target reaches 0 Personality, their mind is fractured and they must make another Will Save (DC 20).  Failure means they have become a Lost and are now under control of the judge.  Success means they permanently lose 1 Personality and go back to a score of 3 in Personality.

Memories of Weeping Forest

Roll Result Effect Secondary Effect
1 Woman who lost her husband to violent crime Overcome with weeping and hysteria, the target suffers -2 to all rolls for 2d4 hours. Make a second Will save, failure means that the target is so stricken with grief they must make a Will save (DC 12) to complete any task.  Failure means the affected person drops to the ground sobbing.  The duration is doubled from the initial roll.
2 Meek man being mugged The affected target begs, pleads, and whimpers in a pathetic manner.  All are repulsed by this display and must make a Personality save, DC 12 to help him.  This lasts for 1d4 hours. Make a second Will save, if the affected target fails bruises, gashes, and cuts appear on their face, hands, and body.  The target takes 2d3 damage.
3 Child locked in a cellar The affected target becomes afraid of enclosed spaces and cries and begs.  Must make a Will save, DC 12, or unable to act when in enclosed spaces.  This lasts for 2d3 hours. Make a Fortitude save, DC same as the previous save.  If the target fails they become emaciated looking, immediately losing 2d12 pounds.  Their complexion becomes wane and waxy.  If they fail their Will save in an enclosed space they lash out violently and claw at any in the area.
4 Greedy man hoarding a large sum of gold The affected target laughs greedily and eyes any and all gold seen on others.  Boasts about their affluence.  This lasts for 2d4 hours. Make a second Will save, failure means that the affected target will attempt to steal any gold held by another.
5 Whore having sex with an unattractive man The affected target becomes queasy and disgusted with themselves.  They suffer -2 to all Personality and Will tests for the next 2d5 hours. Make a second Will save, if the affected target fails they begin to cry and clutch themselves.  The must make all Personality and Will tests one step lower on the die ladder.  The duration is doubled from the initial roll.
6 Soldier being tortured The affected target rocks and moves as if being punched and harmed.  Their eyes swell and a small amount of blood dribbles from their mouth and nose.  They take 1d4 damage.The horrors of torture race through their mind.  This is an instantaneous affect. Make a Fortitude save, DC same as the previous save.  If the target fails they begin screaming until their throat tears and becomes a gurgling noise.  Their face becomes beaten and bruised.  They take 2d6 damage.  Their fingernails are ripped out one by one by an invisible force.
7 Small child playing with a friend The person giggles and prances around, becoming playful and extremely talkative (annoyingly so) to others.  There affected target suffers -2 to stealth or hide rolls.  This lasts for 1d2 hours. Make a second Will save, if the affected target fails they are possessed with a manic energy.  They are unable to remain silent.  There is no chance of a successful hide or stealth check.  They run and prance screaming gleefully through the forest.  The duration is doubled from the initial roll.
8 Man on first date with woman of his dreams The affected target is elated and nervous, but charming and gracious.  All Personality tests gain +2 for the next 1d2 hours. NA
9 Mutant being burned at the stake by Eisenbar paladins The affected target screams and begs.  The smell of burnt flesh lingers around them.  Their clothing and hair becomes singed.  The target takes 1d3 damage per round for three rounds.  This is an instantaneous affect. Make a second Will save, if the affected target fails their shrieks reach a high and horrific pitch.  Their flesh blisters and bubbles.  The smell of burning flesh makes others in the area nauseated.  The target takes 1d6 damage each round for 4 rounds.  If the target dies from this effect, they burst into flames until nothing but a charred skeleton is left.
10 Youth’s first kiss Their lips wet and skin flushes.  They become giddy and content.  They receive +2 to all Will saves for the next 1d2 hours. NA
11 Ekrask successful on first hunt, honored among clansmen Pride and victory fills the effected target’s heart.  They receive +2 to attack rolls.  This lasts for 1d4 hours. NA
12 Being ordained as a cleric of The Stillborn Unwanted Child The memory is so strong that the Stillborn Unwanted Child is moved.  If the target is injured in the next 24 hours they are healed for 2d4 HP. NA
13 A lowlife being made to eat his own fingers by a crime boss The affected target’s hands curl and become stiff and painful.  They cry and shriek as if in terrible pain.  They drop whatever they are holding and fall to the ground.  They are unable to act for 1d10 minutes. Make a second Will save, if the affected target fails they slowly move their 1) right hand; 2) left hand to their mouth and begin to bite off their fingers and eat them.  They can be restrained and stopped.  The target attempts this for 1d5 minutes.  If unrestrained they will eat one finger per minute.  Each finger eaten results in 1d2 damage.
14 A woman looking on her newborn babe for the first time The target begins sobbing with joy.  The feeling of elation and happiness grants a +2 to bonus to all rolls for 1d3 hours. Make a second Will save, if the affected target fails they believe that one of the other characters is their new born babe and will do anything to protect them from harm.  This lasts the initial duration.
15 The smell of a delicious meal after a long journey The smell of hot food makes the target extremely ravenous and craving food.  If they have rations or food they begin eating it in earnest. Make a second Will save, if the affected target fails they not only eat the food in their pack but also twigs, grass, bark, etc. of the forest floor.  The target must make a Fort save DC 12 to digest this roughage.  There is a 20% chance that something they ate will be toxic.  Choose your favorite herbs and fungi table or just use the below quick option:1- Sickened (Fort DC 10)- failure means target is queasy and has bad indigestion, suffering -1 to all rolls for 8 hours.2- Extreme (Fort DC 12)- failure means the target is sick and vomiting constantly, suffering -2 to all rolls for 24 hours.

3- Dangerous (Fort DC 14)- failure means that the target is suffering from fever, nausea, and hallucinations.  The target rolls all checks one step lower on the die ladder and has a hard time distinguishing reality from fantasy.  Each hour for 24 hours they must make a Fort save or suffer 1 point of temporary Stamina drain.  A Stamina of 0 results in death.

4- Deadly (Fort DC 18)- failure means the target has eaten something so poisonous that they die in a completely undignified manner.  They vomit, scream, lose bladder and bowel control, and then slump to the floor and twitch until the light fades from their eyes.  If anyone has a remove poison spell or antidote, it must be used within 1 hour of eating the deadly substance.