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Tobias Blackburn
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Post by Tobias Blackburn »

I'll get it written up and polished off, but it might take a while. I'm studying for an exam and have a project to do, so I won't have much time over the next few days.

As for what I would call the result, how about The Path of the Leech.
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Post by Hell_Born »

"S'allright, I know how it is, I finished High School a coupla weeks ago, I know how education of any level can eat spare time. To all others out there, I'm open to absolutely any suggesstions to powers checks you want to post, whether they be singular or whole Terror Tracks.
"Is there any word more meaningless than 'hope'? Besides 'blarfurgsnarg,' of course."

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Post by Hell_Born »

Say Wiccy, could you possibly post the revised Terror Track of the Pyre Elemental (or whtever it is) here? Cause it's kinda hard to follow when the whole track is spread out like it is. :oops:
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Post by Brandi »

Hell_Born wrote:D? As in, Vampire Hunter D? Humorous answer, but Left Hand has a face and a personality, this creature just has a blood-sucking mouth in its right hand.
Fine, then. Y'Golonac.

Image

Happy? :arijani:
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Post by Hell_Born »

I was actually wondering when someone was going to say that, truth be told the Hand-Mouth idea actually came from a percolation of Vampire Hunter D, Y'Golonac and the picture used to represent the Vampire Touch spell in Neverwinter Nights and its expansions (if you have them, take a look at a scroll, you'll see what I mean). Anyway, Tobias calls it a Leech, which isn't too bad, considering Y'Golonac is trademarked by HP Lovecraft. I'm not angry or anything, I was saying.
"Is there any word more meaningless than 'hope'? Besides 'blarfurgsnarg,' of course."

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Post by Brandi »

Y'golonac's a Ramsey Campbell creation, actually. I don't know if there's any trademark associated, though so far only Chaosium's been allowed to stat it up for games.

Something (or rather several somethings) awfully like it showed up in an episode of Justice League, though.
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Wiccy of the Fraternity
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Post by Wiccy of the Fraternity »

Hell_Born wrote:Say Wiccy, could you possibly post the revised Terror Track of the Pyre Elemental (or whtever it is) here? Cause it's kinda hard to follow when the whole track is spread out like it is. :oops:
Errr.... poop, here we go ;)

I also noticed that the track is missing a step, so I will add that :)

Track of the Pyre Elemental

1. The wizard's preferred weapon of choice in the killings was a fireball, from now on the wizard may cause flames to erupt from his hands 3 times per day as the Burning Hands spell (cast as a 1st level caster), however, the fire in his veins has caused his entire eyes to turn a fiery red but have no other effect, raising his Outcast Rating by 2 unless he takes pains in concealling them.

2. After his continued method of less than savoury ways and fascination with fire, the wizard is once more marked by the Dark Powers. His caster level is raised by 1 each time he uses a fire, flame or heat-based spell (including the Burning Hands from his past Powers Check). When angered his body bursts into flame, raising his OR on these occasions by 2. All items he wears and those in melee with him must make a saving throw if he makes a barehanded attack, or suffer 1 point of fire damage each round. The flames calm when his enger subsides.

3. With the heat building in his body, the wizard gains Heat and Fire Resistance 10. However, severe cold temperatures effect him more severely, inflicting double damage to him. The body temperature of the wizard rises by 10 degrees and his skin is dry and warm to touch.

4. The blood within the wizard turns to liquid fire, whenever he bleeds, his blood oozes forth and burns anything it comes into contact with. Anyone struck or touched by this blood suffer 1d4 points of damage. The fire within the veins of the character is visible as red lines beneath the wizards skin. He must now take pains to conceal all his body or have all encounters begin as one place closer to hostile.

5. The wizard begins to breathe fire, reaching forward up to three times a day in a cone 15 feet long and 5 feet wide at the dar end, all within this cone are struck for 1d6 points of flame damage, those in melee with him are hit by the full force of this breath attack and suffer 3d6 point of damage. The character's skin is seared, scarred and cracked from the heat contained within his body raising his OR by another 2. He must also make a Fort save (DC 15) each hour or suffer a temporary drain of 1d3 points of constitution. He also suffers triple damage from cold-based effects, his Heat and Fire Resistance grows to 15.

6. With a final unspeakably evil act the characters body is torn apart by the fiery conflagration growing within becoming a Pyre Elemental (or Fire Elemental if you do not have access to the rules for the Pyre Elemental). The character is unable to speak any languages it could before but may still read (with difficulty). It retains all of its spell casting capabilities and class levels but may no longer obtain new spells. Instead of having to memorize spells it may cast spontaneously as idf she were a sorcerer, though at the same spells per day ratio of a wizard. The character loses any abilities gained from previously failed Powers Checks unless those powers and abilities are part of available to a Pyre Elemental.

I hope I got that all present and correct, but I can't help thinking that I have missed something.
Last edited by Wiccy of the Fraternity on Mon Dec 13, 2004 5:57 pm, edited 2 times in total.
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Post by Hell_Born »

Erm... doesn't the 6th powers check turn the character into a Darklord? I've seen Terror Tracks with more than 5 steps before though, so I'm just asking. I still think losing 1D6 Con every hour is a bit much, remember that a wizard's Fort save is normally pathetic. I think I recomended that he take triple damage from cold when he reaches that stage? Also, didn't you say that there shouldn't be a Ref save to avoid the Boiling Blood the last time I asked for clarification? Anyway, I'm deeply grateful to you and to everyone else whose given me powers checks, they're really helpful. I'd like some more, but I know you're all very busy with QtR 11 due out (when is that going to be released anyway? Cause I'm a big fan, I've got all ten released so far) so I understand that people won't be able to give me anything.
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Wiccy of the Fraternity
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Post by Wiccy of the Fraternity »

Hell_Born wrote:Erm... doesn't the 6th powers check turn the character into a Darklord? I've seen Terror Tracks with more than 5 steps before though, so I'm just asking.
Sometimes they do, but if you look at the Upir Lichy article I wrote for QtR some time back, it also contained a terror track with no Darklordship at the end of it. I always believe that Terror Tracks are to turn a character into something you can relate them to, otherwise there would be Darklords crawling out of the woodword, lol.
I still think losing 1D6 Con every hour is a bit much, remember that a wizard's Fort save is normally pathetic.
Altered it to 1d3.
I think I recomended that he take triple damage from cold when he reaches that stage?
Ta-da! It is done :)

Also, didn't you say that there shouldn't be a Ref save to avoid the Boiling Blood the last time I asked for clarification?
See, I said I had missed something :P it has been fixed.
Anyway, I'm deeply grateful to you and to everyone else whose given me powers checks, they're really helpful.
Glad to be of service :)
I'd like some more, but I know you're all very busy with QtR 11 due out (when is that going to be released anyway? Cause I'm a big fan, I've got all ten released so far) so I understand that people won't be able to give me anything.
I'll do more when I think of some, that fighter has yet to be finished off :twisted:

QtR11 will be out when it is finished so it will appear in January from what I know. It ties in with the issue every 3 months thing ;) Expect 3 articles from me, but none of them contain terror Tracks, lol.
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Rotipher of the FoS
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Post by Rotipher of the FoS »

Given that the *real* penalty of failing 6 Powers checks is becoming an NPC/losing your PC to the DM, it really doesn't make much difference if the final NPC product of such corruption becomes a darklord or not. I like the idea that some villains just "don't cut it" as potential lords, in the DPs' opinion, so are turned into unique, curse-wrought creatures and left to terrorize the land as wandering monsters, Ravenloft-style. :-)
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Post by Drinnik Shoehorn »

Brandi wrote:Y'golonac's a Ramsey Campbell creation, actually. I don't know if there's any trademark associated, though so far only Chaosium's been allowed to stat it up for games.

Something (or rather several somethings) awfully like it showed up in an episode of Justice League, though.
[namedrop]He's one strange guy. Ramsey, that is, not the Y'golonac. Though that's strange too. He's the only person I've ever met that uses his own gravestone as a conversation piece.[/namedrop]
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Post by Hell_Born »

I alway's thought that it was 6th STAGE that meant the PC had to become an NPC, because the 5th stage (creature, that's powers checks 9 and 10) can still be a PC, providing your DM agrees. Anyway, does anyone have any suggestions for that psycho rogue I posted? I thought maybe Red Widow, but she doesn't use sex as a means of getting what she wants, she gets close to a person (with seduction and persausion) then brutally kills them.
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Wiccy of the Fraternity
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Post by Wiccy of the Fraternity »

Rotipher wrote:Given that the *real* penalty of failing 6 Powers checks is becoming an NPC/losing your PC to the DM, it really doesn't make much difference if the final NPC product of such corruption becomes a darklord or not. I like the idea that some villains just "don't cut it" as potential lords, in the DPs' opinion, so are turned into unique, curse-wrought creatures and left to terrorize the land as wandering monsters, Ravenloft-style. :-)
You and me both, so I changed the wizard into a Pyre Elemental that kept all the class abilities of the original character, something very deadly ;)

Hell_Born, I am playing about with an idea or two for the rogue, but no proper results for power checks just yet. I might have something soon though.
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Post by Hrtofdrkns »

Found it! These terror tracks are origional creations. If anyone has made them before, I didn't know about it.

Path of the Beast
A path for one who behaves like a monster while still a man (or woman).
The Caress
+2 str. Growls when angry.
The Enticement
+20 ft. competance bonus to speed. Grows thick, black hair over body.
The Invitation
Claws 1d6 damage. Craves raw and bloody meat 10 pounds a day.
The Embrace
Ability modifiers change to +10 str, -6 cha.
The Creature
Gains the scent ability, track feat, and a +10 competance bonus on survival checks. Looks like a werewolf in hybrid form.
The Darklord
Charecter flies into a rage as a barbarian of equall HD whenever likely prey is spotted.

Path of the Marrow-Eater
A path for those who enjoy sucking the life out of others, financially or emotionally.
The Caress
1/day Ray of enfeeblement as a spell-like ability. Hungers for bone marrow.
The Enticement
+2 to Str and Dex. Must eat bone marrow once a day.
The Invitation
Bite 1d6 damage. Hard to talk coharently because of oversized jaws.
The Embrace
Charm person at will as a supernatural ability. Can only eat bone marrow.
The Creature
+5 natural armor, becomes undead. May be mistaken for a vampire spawn.
The Darklord
Has a permanent deathwatch effect on that covers entire domain. Compeled to seek out the dying to feast on their marrow.

Path of the Necromancer
A path for one who uses necromancy without giving a thought to the consequences.
The Caress
1/day chill touch as a spell-like ability. Hands are unnaturally cold for 10 minutes afterwards.
The Enticement
1/day ghoul touch as a spell-like ability. -2 Con.
The Invitation
1/day animate dead as a spell-like ability. Ability penalties change to -4 Con and -2 Cha.
The Embrace
1/day contagion as a spell-like ability. Ability penalties change to -6 Con and -6 Cha.
The Creature
Command Undead at will as a supernatural ability. Becomes undead.
The Darklord
Gains a zombie lords aura of death, except it acts as a create undead spell on those it kills. Cha penalty is removed.

Path of the Mastermind
A path for those who use their mental gifts not to help, but to harm the innocent.
The Caress
+2 Int. Head enlarges slightly.
The Enticement
Ability modifiers change to +6 Int, -2 str.
The Invitation
Ability modifiers change to +12 Int, -4 str, and -2 dex.
The Embrace
Ability modifiers change to +20 Int, -6 str, -4 dex, and -2 con.
The Creature
Suggestion at will as a supernatural ability. Looks groutesqly hydrosypholic.
The Darklord
At will-claraudience/clairvoyance, detect thoughts, telekinesis as supernatural abilities. Head has become so large and body so atrophied that character can no longer walk.
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Post by Brandi »

Hrtofdrkns wrote:Looks groutesqly hydrosypholic.
Just to clarify: you mean "hydrocephalic," right?
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