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Unread postPosted: Thu Dec 12, 2019 12:29 pm
  

D-Bee

Joined: Fri Feb 17, 2017 9:50 am
Posts: 4
Please have a look at what I've come up with.

This is NOT a conversion. Certain published comics have heralds too, is all.

HERALD O.C.C.

Some godlings embrace their role as servants of a patron deity and take on the duties of a Herald. These godlings accept a strict code of honor. They represent their patron to lesser beings and other deities.

Heralds operate on both the Material and Astral Planes. A chief role of Herald is to summon supernatural beings to serve the patron deity under a defined Pact.

Prerequisites: Must be a godling or other supernatural being of similar stature. A godling who chooses Herald as the magic class of Power #10 does not choose Power #10 twice and does not choose Power #9.

1. Link to Patron Deity – Each Herald swears allegiance to a patron deity. He will never swear allegiance to another deity or entity. NOTE: This may not be allegiance to the pantheon as a whole. The patron deity is the source of all the Herald's powers and abilities, and should the Herald disobey the patron deity in anything, the Herald will immediately forfeit his heraldic abilities until the patron deity forgives him.
Heralds need not share the alignment of their patron deity, though a sharp divergence is impractical. The GM is the arbiter of whether a Herald has offended his patron deity.
Heralds are meant to be deployed into the Megaverse on errands on behalf of patron deities, which often places them alongside other beings. Such cooperation is always for a specific purpose, with the Herald fully aware of where his ultimate loyalty lies.

2. Initial Spell Knowledge – The Herald begins by knowing the following spells: Amulet (290+), (Calling (8), Call Lightning (15), Compulsion (20), Consecrate Demigod Familiar (1000), Constrain Being (20), Create Magic Scroll (100 +), Dimensional Portal (1000), Energy Bolt (5), Energy Field (10), Exorcism (30), Repel Animals (7), Reopen Gateway (180), Sense Evil (2), Sense Magic (4), Trance (10), Shadow Meld (10), Summon and Control Canines (50), Summon and Control Rodents (70), Sustain (12), Time Slip (20), Turn Dead (6), Talisman (500), and Tongues (10), as well as all first-level Ley Line Walker spells.

3. Learning Spells – Each level of experience, the Herald learns all the Ley Line Walker spells of that level. He will never purchase Ley Line Walker spells out of respect to his patron deity. A Herald may purchase or trade for other magics he encounters.

4. Psionics – Each Herald possesses all the abilities of the Sensitive lesser power category, plus all the abilities of a second lesser power category, and the Super Psionic power of Mind Bond.

5. Learning New Psionics – Through the power of their patron deity, Heralds may gain the use of a psionic power through Mind Bond with a summoned entity as a condition of the Pact. The permanent I.S.P cost of a minor psionic power is 50 I.S.P and the permanent I.S.P cost of a super psionic power is 100 I.S.P. Heralds do not permanently gain psionic powers by Mind Bond outside of a Pact. It is the holy act of invoking their patron deity's honor that permits a Herald to learn psionic powers through a Pact.

6. Sanctuary – The Herald will permanently invest 50 P.P.E from his pool to create a Sanctuary on the Material Plane. This must be a place the Herald has visited personally. Practically, it will be a place of refuge the Herald can visit freely. It may be a grove of trees, a coral reef, a room within a building or a compartment within a vehicle. Each Herald will have at least one Sanctuary. A Herald may consecrate more than one Sanctuary, but each time, it removes 50 P.P.E permanently from his P.P.E pool. The purpose of the Sanctuary is a haven for the Herald's material body while he summons entities to the Astral Plane to hear the Pact.

7. Demigod Familiar – The Herald knows the Spell of Legend “Consecrate Demigod Familiar”. He will never share or sell this spell. The chief purpose of the Demigod Familiar is to guard the material body of the Herald in Sanctuary while the Herald is in the Astral Plane, and the selection of the candidate and choice of empowerment should bear this in mind. The casting of Consecrate Demigod Familiar costs the Herald a permanent 200 P.P.E.

8. Astral Domain – With the help of the patron deity, the Herald receives access to a Large Astral Domain. The purpose of the Domain is to receive summoned entities and propose a Pact of service. This has several reasons. One is that the patron deity does not link summoned entities to the material plane until they have accepted the pact. Another is that the patron deity and Herald can make the Domain lavishly impressive, to better persuade summoned entities to enlist freely. Still another reason is that in the event of physical combat, the abilities of the summoned entity can be strictly limited in advance.
a. Construction of the Domain – The rules for constructing an Astral Domain are given in the Nightbane Worldbook 1, Between the Shadows. The Herald will work with his patron deity to construct a Large Domain a cubic mile in size, with a highly complex landscape and sky, and a movable portal within the Sanctuary, and other attributes to taste. The Herald pays the permanent 200 P.P.E cost for this Domain out of his P.P.E pool.
Most Earth deities take the trouble to create an Earth-like atmosphere and terrain, with a palace suitable for a member of their pantheon.
b. Improvements to the Domain – As he gains in level the Herald will continually improve the Domain to make it more impressive or secure. At the least, he will add servants and acquire entities to create an entourage.

9. Summoning
a. Astral Projection – As per the sensitive Psionic power for the usual I.S.P cost, except the Herald unerringly knows the location of his Domain within the Astral Plane. The Herald can do Astral Projection from any location on the Material Plane, but most always do it from Sanctuary.
b. Clairvoyant Summons
I. Targeted Summons – Heralds do not blindly summon entities. They use their clairvoyant psionic powers to target broad categories of entity. This has the usual cost of 4 I.S.P.
II. Teleportation – The Herald does not open a Communications Rift, but instead, summons the entity to appear before him bodily in the Astral Plane. This is a point of heraldic honor.
III. Worthy Candidates – A Herald very rarely bothers to dicker with a mere mortal. However, if the interests of the patron deity require it, they will condescend to offer very specific Pacts with powerful mortals. Usually, the Herald will not waste time summoning a mortal to the Astral Kingdom to hear a pact, but will instead go to the mortal. No Herald will attempt to summon Emperor Prosek to hear a deal. More than one Herald, obedient to their patron deity, has attempted to appear before the Emperor in Chi-Town!
c. Hospitality – As a matter of alignment and culture, not all Heralds will come immediately to business. Many Heralds come of pantheons which have strong traditions of hospitality and the “guest” entity may be asked to relax, enjoy a tasty meal, entertainment from servants, enjoyment of facilities such as a bathing pool with a waterfall, or other niceties (or atrocities, depending on alignment). Conversely, some traditions of hospitality forbid placing a lethal demand on a welcomed guest, so, if the Herald is going to consider using violence against a summoned entity, Heralds of these pantheons will not offer hospitality at all. Yet again, to some cultures, a brisk approach to business is appreciated. The Herald is expected to know how to behave suavely and courteously according to the dictates of his pantheon, as the ultimate sort of divine ambassador. His standard for conduct is his patron deity's culture.
d. Pact – The Herald will propose a definite pact to the summoned entity. Most Heralds choose to be diplomatic with the terms of the Pact, offering a reward in return for services. Regarding Magic, the order in which a Herald is likely to offer a spell is: Magic Scroll, Talisman, permanent knowledge of the Spell. The best option for a Herald is the voluntary cooperation of the summoned entity with the Pact. But as a matter of alignment, some Heralds are willing to, or prefer to, enforce the Pact upon the summoned entity, by force of will or combat. Regardless of how the Herald succeeds, by voluntary enlistment, force of will, or physical combat, the Herald will adhere to the terms of the Pact. Therefore the Pact is carefully considered and drafted in advance of the Summons. GM NOTE: Make the player write a Pact out in advance to avoid confusion.
e. Declaration – When business is to be discussed after the dictates of hospitality, the Herald makes a formal declaration to the summoned entity:

“Ye be summoned to this Astral Domain by a Herald of (patron deity), to
proffer service by the following terms: (pact). What say ye, Yea or Nay?”

If the summoned entity says yes to the Pact, the Herald proceeds to open an Movable Portal to the Herald's material body.
If the summoned entity say no to the Pact, and the Herald is Principled, he will offer to immediately dismiss the summoned entity to its place of origin.
Impudent dickering is tolerated based on the alignment of the Herald, the alignment of the patron deity, the stature of the summoned entity, and, of course, their counteroffer.
f. Contest of Wills – If the Herald is not of Principled alignment, he will attempt to force the summoned entity to adopt the Pact by force of will. If the Herald is of Good alignment, and fails to win the contest of wills, he will offer to immediately dismiss the summoned entity to its place of origin. To save versus submission, the summoned being must roll above the Herald's M.A. Attribute three out of five times with 1D20 and M.E attribute bonuses and bonuses to save vs mind control are added to the creature's roll to save. The higher the Herald's M.A the harder it is to save. A natural unmodified roll of 20 will always be a winning roll even if the Herald has an M.A of 20 or higher. If it fails the save, the summoned entity will accept the Pact.
g. Combat – If the Herald is of Selfish or Evil alignment, he will further attempt to force the Pact upon the summoned entity by power of physical, psionic and magical combat. Or, sometimes, a summoned entity will interrupt the Herald to attack, and then, even a Principled Herald may defend himself to the point of victory. As a point of Heraldic Honor, the victorious Herald will propose the Pact.
h. Dismissal – The Herald fights to win, but if he senses he is clearly losing the conflict, he may dismiss the summoned entity to its home by concentrating for four melee actions. Or, a Herald may as a matter of alignment, dismiss the summoned entity outside of combat.
i. Physical World Portal – If the entity accepts the Pact, the Herald will activate an Movable Portal to his material body. If the material body of the Herald is in Sanctuary, this Portal automatically and unerringly finds the correct place. Otherwise, the success rate is 25% plus 5% per level of experience.

10. Heraldic Honor – Heralds are obedient to their patron deity, so long as their Heraldic Honor is respected. Heralds recognize other Heralds automatically. Because Heralds are representatives of gods and trucebearers, no Herald will harm another Herald, though Heralds will fight others on behalf of patron deities if ordered. Heralds summon entities to appear before them physically instead of just opening a communications rift like a Shifter. Heralds honor the terms of a proposed Pact even if totally victorious in combat. Heralds will answer the question, “Who are you?” with the statement, “A Herald of (Patron deity)” even if propounded by a mortal in a dangerous situation.
Beyond these simple basic rules, Heralds will act as guided by their alignment. There are a few Miscreant and Diabolic Heralds who violate the tenets of Heraldic Honor, but such examples are only tolerated by Miscreant and Diabolic deities, so nobody expects any better of them.

11. Answering Summons
a. Improper Summons – Some presumptuous mortals dare to issue random summons to supernatural beings by mere mundane magic. The Herald will resist these summons with a success rate of 15% plus 5% per level. If the improper summons is successful anyhow, a Herald will try to appear before the summoner to exact a penalty upon him with a success rate of 15% plus 5% per level. If the Herald succeeds in appearing before the summoner, if he is Selfish, Scrupulous, or Principled, he will initiate a battle of wills with the summoner to make him subservient to the Herald in the same manner as though contesting wills with a summoned entity. If the summoner loses, he becomes subservient to the Herald! Even a Principled Herald can sometimes make use of the powers of a summoner, especially if he has unknown psionics or has the service of useful creatures. A Principled Herald is most likely to heed pleas for mercy from a subservient summoner. If the Herald is not Good, he may simply slay the impudent summoner. If the Herald is Evil he may slay the summoner after winning a contest of wills against him.
b. Proper Summons – A summons by a fellow Herald, or an invocation by a Priest through the power of a deity, is a proper summons that a Herald will answer without resentment.

12. P.P.E – 1000 P.P.E to start, with at least 334 P.P.E invested in the Astral Domain, and 100 P.P.E per level of experience, with at least 34 P.P.E invested in the Astral Domain. Heralds never fail to invest in their Astral Domain.

13. I.S.P. – 200 I.S.P to start, with 4D6 I.S.P per level of experience.

14. Bonuses – +1 to M.E, +2 to save vs possession, +3 to save vs Horror Factor, Hand to Hand: Martial Arts.

NEW SPELL OF LEGEND
Consecrate Demigod Familiar

Consecrate Demigod Familiar

Range: One designated sentient individual within 10 feet. Cannot be performed on oneself.
Duration: A ritual lasting 48 hours for a permanent effect.
Saving Throw: None. The target must be a willing participant.
Limitations: Can only be performed by a godling upon a willing sentient.
PPE: One Thousand, Two Hundred of which is Permanent P.P.E expenditure

The details of this ritual vary with each patron deity.

At the end of the ritual the candidate is transformed into a demigod.
The candidate retains his OCC or RCC abilities and skills and improves his vital statistics to those of a demigod.
The special power of a demigod is chosen by the godling at this time, and cannot be changed.

Further, the demigod becomes the familiar of the godling.
The demigod familiar pledges life loyalty to the patron deity and the godling.
If the demigod familiar is a Shifter, the demigod familiar renounces all supernatural links except the patron deity.
If the godling chooses to elevate a being with the Priest OCC to demigod familiar, the Priest's probability of success for his priestly abilities being granted by the patron deity immediately increases to a maximum of 50%.
The godling and demigod familiar are telepathically linked, without range limit.
The demigod familiar must concentrate to communicate telepathically with the godling, and cannot read the mind of the godling.
The godling does not need to concentrate to communicate telepathically with the demigod familiar, and may concentrate to read the mind of the demigod familiar.
At will, the godling may teleport to the side of his demigod familiar, or the demigod familiar may teleport to the side of his godling, to a range of 2500 miles.
Once per day, the godling may teleport the demigod familiar to a place known to the godling, within 100 miles of the godling. This is a place the godling can see, such as a distant mountaintop, or a place the godling has visited, such as the other side of a closed door.
Once per week, the demigod familiar may cast any spell known to the godling, if the demigod familiar has sufficient PPE.
Once per month, the demigod familiar may invoke patron deity to gain an additional godling power of the demigod familiar's choice for 24 hours, with a probability of success of 66%.


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Unread postPosted: Sat Jan 18, 2020 9:54 am
  

User avatar
Champion

Joined: Tue Oct 02, 2007 1:29 am
Posts: 1788
Location: West Central region of Indiana
This is interesting. I'm going to have to come back later when I can give it a proper look over.

_________________
Look upon me and tremble ye masses. For I am The Necroposter!
keir451 wrote:
Amazing Nate; Thanks for your support!

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The Oh So Amazing Nate!

Nate, you sir win the internet for today! You've definitely earned the "oh so amazing" part of your name today. :lol:


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