d20 RPG Objects Blood & Relics.pdf

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By
Charles Rice
Additional Game Design By
Chris Davis
Cover Art
Jeremy Simmons
Interior Art
John Longenbaugh
Marcio Fiorito
Layout
Chris Davis
Editing
Andy Rau
Requires the use of the d20 Modern Roleplaying Game,
published by Wizards of the Coast, Inc.
d20 Modern and Wizards of the Coast are trademarks of
Wizards of the Coast, Inc. in the United States and other
countries and are used with permission
‘d20 System’ and the ‘d20 System’ logo are trademarks of
Wizards of the Coast, Inc. and are used according to the
terms of the d20 System License version 6.0. A copy of this
License can be found at www.wizards.com/d20.
Visit our Website:
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Copyright 2004 © RPG Objects. All rights Reserved.
Visit our web site at www.RPGObjects.com.
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fighting a war of Blood.” Seeing the red soak through
the bandages the sniffling girl had wrapped around
her hands, Malcolm thought he understood. Or that
he was losing his mind.
Longino (the Roman spear that pierced Christ’s side,
now a weapon for the enemies of the Holy Blood)
can be found here, as well as lesser-known items such
as Brandea (healing cloth buried for a time with the
Saints), Encolpion (a potent holy symbol given sacred
power by the small sliver of a relic contained inside),
and Liturgical Tomes containing lost rituals of power,
both sacred and profane.
As if that weren’t enough, Blood and Relics also
contains a Secret History of the World, providing
GMs with an overview of the Blood War ranging
from the Great Flood, through the flight of the Sang
Real from Roman butchery, through the horrors of the
Inquisition, up to the present day!
Introduction
Malcolm glanced up at the rear view
mirror as a flash of lights alerted
him to the presence of pursuers.
Damn. I thought I’d lost them in
that last switchback. A narrow dirt
path branched off into the dark forest that
blanketed both sides of the desolate country
road. Without a second thought, Malcolm hit the gas,
banked hard, and veered onto the trail. As soon as
he turned, he killed the lights, steering through the
darkness by feel and instinct as much as by sight. Out
of the corner of his eye, he watched the girl sitting
next to him shift uncomfortably. She was crying.
Why those thugs were after her was beyond him, but
Malcolm was damned if he was going to let some
misguided cult sacrifice a nine-year old girl because
of some religious delusion. “Don’t worry, sweetie.
They won’t catch us.”
The girl shook her head, raising her hands up into
the sickly green illumination of the car’s speedometer.
Both hands were wet with blood. Malcolm checked
the mirror briefly no lights. He hit the breaks and
switched on the overhead map light. She was bleeding
from her forehead as well. And from her side.
The overpowering smell of roses filled the cabin of
the car. Malcolm tried to ignore the tight ball in the
pit of his stomach as he pulled the first-aid kit from the
glove box, handed it to the girl, and gunned the engine
again. The lights behind him had returned.
Malcolm could still remember the words of that
crazy old man he had met on a dusty Cairo side
street a month ago... a month that seemed an eternity.
“From the dawn of time, they have walked among us,
since Adam and Eve were expelled from Paradise,
Welcome to Blood and Relics , a supplement for the
Modern system that brings gothic conspiracy to life in
the modern world! This edition of Blood and Relics
focuses on the Blood War between the Sang Real,
servants of the Higher Power, and those who serve the
Dark Powers—the butchering Caeder. The Blood War
has been fought in secret since the dawn of the time,
unnoticed by the bulk of humanity; its battles have
unfolded even in the halls of the Vatican itself. It is a
war fought not only over lost artifacts of power, but
over knowledge and the soul itself. Blood and Relics
provides a variety of new advanced classes for your
Modern game: Relic Seekers and Grave Robbers who
hunt ancient treasures in a personal bid for fortune and
glory; dark Cultists who worship and serve fiendish
masters, currying favor through offerings of blood;
the Dark Warrior, who willingly invites fiends by the
dozen into his body to increase his sinister power; to
the Monitors, vigilant guardians of the most precious
treasure of all, the Sang Real; and lastly the Believer,
able to perform miracles of healing.
Blood and Relics also introduces a completely new
system for magic, one based on ritual, veneration, and
sacrifice, to represent the legendary abilities of priests
and warlocks. New monsters stalk the modern world
as well, including many new types of fiends—ranging
in power and scope from the lowly Servitor Fiends
who serve and partner with Cultists, to the powerful
Caeder, the inhuman butchers who have sought for
millennia to eradicate the Sang Real.
Next come a series of items pulled from the legends
of the world—artifacts sought by both sides in the
Blood War. Powerful Relics such as the Shroud of
Turin, the Nails of the True Cross, and the Lance of
Disclaimer
No disrespect is intended by this work toward the
billions of people who draw comfort from faith. This
work is a fantasy, and is meant only for entertainment
purposes, not to attack or espouse a religious view of
any kind. Some of the subjects dealt with in Blood
and Relics may strike a nerve: the Crucifixion and
Resurrection of Christ; the Inquisition; the Holocaust.
These real events have been twisted and cast in the
light of fantasy, conspiracy, and whimsy in a fashion
meant to be enjoyable to everyone. Wherever
possible, care has been taken to be fair to all the
world’s religions. Heroes in Blood and Relics come
from all religions and venerate many different Higher
Powers. Catholic Priests, Islamic Sufi, and Jewish
Kabbalists walk side by side in the Light.
Last, but certainly not least: I’m a writer, not an
historian! In most cases, historical inaccuracy is
intentional, and was done in the interest of making the
game more fun.
Blood & Relics
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Chapter 1: Characters
one of those defined by the world’s major religions
(Judaism, Christianity, Hinduism, and Islam, to name
only a few). Depending on the campaign, this higher
power may take an active role in the character’s
affairs, or might simply be a philosophical ideal to
which the character strives to adhere.
Dark Power
The character bears allegiance to an
otherworldly entity associated with evil
religions—often those focused on the undead,
human sacrifice, or similarly grim subjects. The
existence and nature of these Dark Powers are hinted
at in the most ancient tomes; characters with this
allegiance seek to contact these powers directly,
desirous of the power such beings are rumored to
grant to those who serve them well. No loyalty exists
between followers of different Dark Powers; they are
quite willing to thwart or even kill each other in the
quest for ancient lore and powerful artifacts of the
past. When this allegiance is chosen, a specific Dark
Power must be selected. Baal, Mammon, and the
Dark Lord (sometimes confused with the Lucifer of
the Bible) are all examples of suitable objects of this
allegiance.
Chapter 1: Characters
New Allegiances
The Blood War is not merely a war
of flesh and bone. Morality and vice
are weapons used by both sides to
war over the souls of their enemies. Some
characters will fall prey to temptation at the
hands of fiends and their servants, finding themselves
changed—perhaps forever.
Because a character’s allegiance is so important in
determining his or her motives and standing in the
War, it is highly recommended that allegiances not be
optional for d20 Modern games making extensive use
of Blood and Relics . The allegiances most important
to the setting are detailed below. Many rituals, feats,
and classes have one or more of these allegiances as
prerequisites. A character can have more than one
allegiance, so long as the allegiances do not directly
contradict each other. Multiple allegiances should be
listed in order of their priority and importance to the
character.
Humility
Rejecting pride, a humble character sees himself
realistically and is not afraid to rely on or seek aid
from others when necessary. Characters with this
allegiance tend to let their actions speak for them,
shunning idle words and boasts.
Jealousy
Characters with this allegiance want something that
rightfully belongs to someone else. The more an item
(or position, or relationship, or whatever the object
of desire is) means to its current possessor, the more
desirable it becomes to the character. Even worse,
these characters do not treasure anything once they
have it; at that point they simply move on to find a
new item or person to covet.
Diligence
Characters with this allegiance, the opposite of
laziness, believe in the power and value of hard
work. They know that to get ahead they need to apply
themselves, maximizing their talent and potential.
Kindness
A kind-hearted person goes out of his way to supply
help to his friends when times are bad, but truly
enjoys their victories when times are good. This
allegiance is the opposite of jealousy.
Generosity
Characters with this allegiance renounce avarice and
use their wealth for the betterment of those around
them. They often donate to charity any financial gain
in excess of what they need to live.
Avarice
The character cares for one thing above all else:
wealth and its trappings. Characters with this
allegiance rarely have real friends—only employers
and employees, the loyalty of whom extends only so
far as does the character’s wealth.
Laziness
Lazy characters just can’t be bothered. They’ll do
it tomorrow… or the day after. Characters with this
allegiance spend enormous amounts of energy on
meaningless tasks while ignoring what they really
should be tending to. Even when a character with
this allegiance does do something, it is always after a
lengthy period of procrastination.
Gluttony
Characters with this allegiance love food. Not only do
they seek out the most expensive and exotic foods, but
they also tend to turn to food as a form of comfort or
companionship when times are hard.
Chastity
A character with this allegiance believes that
pleasures of the flesh should be tempered with love
and devotion (usually in the context of a marriage or
committed relationship) or even avoided altogether.
This allegiance is the opposite of lust.
Higher Power
The character has an allegiance to an otherworldly
(and usually benevolent) entity—most commonly
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Chapter 1: Characters
Lust
Characters with this allegiance enjoy the, ahem,
primal urge a bit more than they ought. In their desire
for new experiences (or perhaps just affirmation of
their worth and attractiveness), characters with this
allegiance are always on the prowl for their next
“conquest.”
New Advanced
Classes
This section presents advanced
classes suitable for gothic modern
campaigns. These classes will bring an
element of the supernatural to your Modern game
without the flashy power of the traditional d20 magic
system.
Moderation
A person with this allegiance, the opposite of gluttony,
believes that all things (food included) are best
enjoyed in the proper amounts at the proper times and
places.
Believer
We had ditched the car and were running through
the woods. I felt like I’d been punched. Next
thing I know, I’m lying on my back and I can’t
move my legs. My vision was fading, everything
bleaching into a pale blur… and then I was
back. It was the girl, Mary. Her hands were
bleeding again, but though I was lying in a pool
of blood—my blood— I wasn’t. “C’mon Mal,
they’re coming.” That was all she said, pale blue
eyes wide and innocent. At times like that, I can
almost believe she’s human. What the hell have I
gotten myself into?
Patience
A character with this allegiance believes in counting
to ten before lashing out. A person who reacts in
anger often does so in a way he regrets later; a patient
character always manages his temper and approaches
difficult situations as calmly as possible. This
allegiance is the opposite of anger.
Pride
Characters with this allegiance think they’re the
center of the universe. Everything they touch should
turn to gold, their opinions are always right, and
everyone should follow their lead in all situations.
When characters of this allegiance also happen to be
especially talented (and thus usually right), it becomes
particularly annoying.
-- from the Journals of Malcolm Gideon
The character is a true believer in a higher power.
There are as many different kinds of Believer as there
are religions: Jewish Kabbalists, Cathari Monks,
Catholic Contemplatives, and Sufi Mystics, to name
just a few. Whatever their belief system, all Believers
have at least one thing in common: they take their
faith to the extreme, putting it before any worldly
considerations. The spirit likewise takes precedence
over concerns of the body. In accordance with these
convictions, all Believers must take vows of poverty,
celibacy, and chastity.
Wrath
Characters with this allegiance suffer from an
unreasonable hostility most often directed at a
specific group or allegiance. However, some wrathful
characters are just unhappy people who lash out at
whoever is around, and love nothing more than a
good, clean, old-fashioned brawl. Some characters
with this allegiance enjoy a fair fight, while others just
want to bully you.
Requirements
To qualify to become a Believer, a character must
fulfill the following criteria.
Skills: Knowledge (theology) +6
Feats: Conviction (Higher Power), Faith’s
Protection
Allegiances: Higher Power
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Chapter 1: Characters
Class Information
The following information pertains to the Believer
advanced class.
Hit Die: 1d6
Action Points: 6 + ½ character level, rounded
down, every time the character attains a level in this
class.
Class Skills: The Believer’s class skills: Craft
(pharmaceutical) (Int), Decipher Script (Int),
Diplomacy (Cha), Knowledge (arcane lore, history,
theology and philosophy) (Int), Read/Write Language
(all), Research (Int), Sense Motive (Wis), Treat Injury
(Wis).
Skill Points at Each level: 7 + Int modifier.
Table 1-1: The Beliver
Level
Base Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Defense
Bonus
Reputation
Bonus
Special
1st
+0
+1
+0
+2
Turn Undead
+0
+0
2nd
+1
+2
+0
+3
Lay on Hands 1d8
+1
+0
3rd
+1
+2
+1
+3
Sacred Ritual
+1
+1
4th
+2
+2
+1
+4 Lay on Hands (Blindness and Disease)
+1
+1
5th
+2
+3
+1
+4
Lay on Hands 2d8
+2
+1
6th
+3
+3
+2
+5 Spiritual Fortitude (Doubt), Sacred Ritual
+2
+2
7th
+3
+4
+2
+5 Immune to Poison, Lay on Hands (Poison) +2
+2
8th
+4
+4
+2
+6
Turn Fiends
+3
+2
9th
+4
+4
+3
+6 Spiritual Fortitude (All), Sacred Ritual
+3
+3
10th
+5
+5
+3
+7
Lay on Hands 3d8
+3
+3
below to determine the most powerful creature you
can affect. This is a Charisma check (1d20 + Charisma
modifier). In a given turning attempt, you can’t turn
any creature whose Hit Dice exceeds the result of your
turning check.
Effect and Duration of Turning: Turned creatures
flee from the Believer by the best and fastest means
available to them. A turned creature flees for 10
rounds (1 minute). If it can’t flee, it cowers (can take
no actions, –2 penalty to Defense).
If the Believer moves to within 10 feet of a
cowering turned creature, the creature overcomes
the turning and can act normally. (The Believer can
be standing within 10 feet of the creature without
breaking the turning effect; she just can’t approach
any closer to the creature.) The Believer (and anyone
else) can attack a turned and cowering creature with
ranged attacks from more than 10 feet away without
breaking the turning effect.
Destroying Undead: If the Believer has at least
twice as many Believer levels as the targeted undead
has Hit Dice, she destroys any creature that she would
normally turn.
Lay on Hands: they shall lay hands on the sick,
and they shall be healed (Mark 16:18) This ability
allows the character to heal wounds, and, at higher
levels, cure blindness, disease, and poison. Each
use of this ability (for any purpose) requires the
expenditure of one action point. All healing die rolls
are modified by the character’s Believer class level (so
at 4 th level, the character could heal 1d8+4 points of
damage by spending an action point, then one round
Class Features
The following are features of the Believer advanced
class.
Turn Undead: Starting at 1 st level, the Believer
has the supernatural ability to turn undead—zombies,
skeletons, ghosts, vampires, and the like. (Note that
Believers turn undead whereas Cultists command
them; see the Cultist description for more information
on their ability to rebuke, command, and bolster
undead).
How Turning Works: A Believer can turn undead
(and, at high levels, certain other types of creatures) as
an attack action. Doing so does not provoke an attack
of opportunity. A Believer must present her holy
symbol to make a turning attempt, holding it in one
hand in such a way that it is visible to the creatures
she wants to affect.
Times per Day: A Believer may attempt to turn a
number of times per day equal to 3 + her Charisma
modifier.
Range: The Believer turns the closest turnable
creature first. She can’t turn creatures that are more
than 60 feet away or that have total cover.
Turning Check: When a Believer makes a turn
attempt, make a turning check and consult the table
Most Powerful Creature Affected
(Maximum Hit Dice)
Turning Check Result
0 or lower
Believer level –4
1–3
Believer level –3
4–6
Believer level –2
7–9
Believer level –1
10–12
Believer level
13–15
Believer level +1
16–18
Believer level +2
19–21
Believer level +3
22 or higher
Believer level +4
Turning Damage: If your turning check result
is high enough to let you turn at least one creature
within 60 feet, roll 2d6 and add your Believer level
and Charisma modifier to the result to determine the
turning damage. The result is the total number of
undead (or other) creature Hit Dice you can turn on
this attempt.
You may skip over already turned creatures that are
still within range so as to avoid wasting your turning
capacity on them.
Blood & Relics
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