TEMPLE OF DOOM ----------------------------------------------------------------------------- Disclaimer: HERO System is a trademark of Hero Games, Inc. Any reference to HERO, the HERO System Rulesbook, or any of the HERO System supplements should not be construed as a challenge to the trademark status. The author is not affiliated in any manner with Hero Games, Inc. You can distribute this product freely, but you can not charge more than a minimum delivery fee. Copyright 1994, All rights reserved. ----------------------------------------------------------------------------- This series of supplements can be used to expand those available in the Fantasy HERO books from HERO Games, Inc. They can not be used without reference to the the HERO System Rulesbook. This material is a mix of adaptations from other game systems and a original designs. Bob Hall (iceblade@eskimo.com) ----------------------------------------------------------------------------- This college is intended for use by non-player characters only, as a source of evil for our heroes to defeat. Those who chose to take this unholy package should expect to be vilified by all good people everywhere, including the player characters. ----------------------------------------------------------------------------- Representing all that is dark and loathsome in humanoid nature, this evil deity is known and cursed in every land. Doom draws his twisted power from the evil aspects of other beings, and his loyal priests lust constantly for darker and more unholy rituals to increase the destructive influence of their god. The primary aspects of Doom include fear, hatred, maiming, torment, strife, and destruction. The priests wear a coarse black hooded robe, with long, loose sleeves, and a crimson inner lining. The unholy symbol of this church is an upside down, star-shaped silver medallion, bearing the bas relief skull of a bearded goat, set with sinister ruby eyes, and engraved on each sides with evil runes. By custom, the priests use a jagged, blackened dagger to perform all sacrifices to their god. A Doom priest gains his power directly from his god, and must appeal to his deity through prayer, ritual, and sacrifice in order to restore or increase his magical abilities. In exchange for this power, a Doom priest must forge a blood pact with his god that requires compensation in the form of physical disfigurement. The more evil power the Priest gains, the greater the physical price he must pay. Religious gatherings of Doom take place in darkened temples, often located deep underground. Torches and large flaming pits provide the only illumination to these abominable services, and the ritual chants are accompanied by wildly gyrating dancers and the beating of large drums. The high priest leads the final, most unspeakably disgusting ritual, often culminating the services with some form of blood sacrifice. Innocent beings are preferred for these lengthy rituals, especially those of a good and pure nature. The secret network of Doom temples are usually built in a hub and spoke fashion. A central fortress is located in a desolate location, connected to lesser sites by secret ways, then in turn to hidden temples and recruiting centers usually located near decadent cities and towns. The fortress is a well-guarded retreat where initiates come to receive indoctrination, and later return to be inducted as full priests of Doom. A large number of slaves are used to maintain the labyrinth of chambers in the fortress of Doom, and they also serve as fodder for the sacrifice rituals. (Being a slave in a temple of Doom is a most unpleasant prospect indeed.) The Doom clergy frequently provide support and protection for the slave traders in the region. The fortress of Doom is guarded by all manner of natural, unnatural, and man-made hazards and barriers, hosts of evil allies, and scores of forsaken beasts. The evil abominations performed at the temple gradually scar the surrounding lands, darkening and twisting the trees and plants into bizarre forms, and radiating a sensation of pure evil that is evident to anyone with a good and decent nature. Even if the Doom fortress is later abandoned or destroyed, the evil will not be cleansed from the surrounding land for many generations. Typical Limitations: END only from Doom Reserve (+0), Gestures (-1/4), Incantations (-1/4), Requires a Magic Skill roll (-1/2), Religious Restrictions (-1/4), OAF Silver Medallion (-1/4), Not on Blessed Ground (-1/4), Side Effects (Cumulative Minor Transform, Caster gains a new physical limitation) (-1/2). The type of physical limitation gained is determined by Doom at the time the transformation goes into effect. Recommended limitations include dependence on some unpleasant substance, loss of a limb or sense, increased effect of PRE from followers of good religions, susceptibility to blessed ground, or an increased vulnerability to silver, daylight, or holy water. Because the rituals are divided into packages of increasing active cost, Variable Power Pools are recommended for use when designing Doom priests. The preferred limitation on the VPP is to only allow powers to change: on temple ground; on a night sacred to Doom; or following a ritual blood sacrifice. Doom rituals are accompanied by a faint, low throbbing sound, and a dark warping of the air about the caster and any targets. The slight tang of blood can be detected by anybody located nearby. ---------------------------------------------------------------------- DOOM INITIATE PACKAGE DEAL ---------------------------------------------------------------------- When a novice to the order has completed the required training and rituals of initiation, he gains the powers and limitations of an initiate during the ritual of passage. He can then use any of the powers of an initiate, and can perform basic religious procedures within the temple. (Most initiate powers have an active cost of thirty points or less.) Skills and Talents Cost --------------------------------------------------------------- 100 point END Reserve, 0 REC, Only for Doom Rituals (-1/4) 8 Doom Ritual Skill 11- 3 KS: Religious Procedures 8- 1 --------------------------------------------------------------- Disadvantages --------------------------------------------------------------- Package Bonus (10-14) -2 Distinctive Features (Easily Concealed, Major Reaction) -10 --------------------------------------------------------------- Package Cost 0 ------------------------------------------------------------------ ALLURE This basic ritual increases the influence of even the lowly initiate when dealing with members of the opposite sex, allowing him to lure gullible victims to a temple for use as sacrificial victims. If the priest fails his magic skill roll, however, his body becomes deformed. Power: +15 PRE Modifiers: 0 END (+1/2); Only versus members of the opposite sex (-1/2), Costs END to cast (-1/4), END only from Doom Reserve (+0), Gestures (-1/4), Incantations (-1/4), Requires a Magic Skill roll (-1/2), OAF Silver Medallion of Doom (-1), Requires Initiate Package or better (-1/4), Not on Blessed Ground (-1/4), Side Effects (2d6 Cumulative Minor Transform, Caster gains a physical limitation) (-1/2), Extra Time - Full Phase (-1/2). Active Cost = 22 points; Advantages: +1/2; Limitations: -4-1/4. END Cost: (2); Magic Roll: -2; Casting Time: 1 phase; Range: 0. Real Cost: 4. BLOOD VOW RITUAL By ritually drawing his own blood with a dagger, the Doom Priest can renew his faith in his god and increase his personal power. If the priest fails his magic skill roll, however, his body is deformed. Power: 2d6 Transfer from STUN to END Reserve Modifiers: Only from self (-2), Gestures (-1/4), Incantations (-1/4), 1/2 DCV Concentrate throughout (-1/2), Requires a Magic Skill roll (-1/2), OAF Silver Medallion of Doom (-1), Single Recoverable Charge (Cut self with dagger for at least 1 BODY) (-1-1/4), Requires Initiate Package or better (-1/4), Not on Blessed Ground (-1/4), Side Effects (2d6 Cumulative Minor Transform, Caster gains a physical limitation) (-1/2), Extra Time - Full Turn (-1/2). Active Cost = 30 points; Advantages: +0; Limitations: -7-1/4. END Cost: 0; Magic Roll: -3; Casting Time: Full Turn; Range: 0. Real Cost: 4. COMMAND AUTOMATON The priest of Doom can attempt to control any automaton within the area of the spell, including most types of Golem and some lesser Undead. Once controlled, the automaton will attempt to perform all mental directions from the priest that it can comprehend. If the priest fails his magic skill roll, however, his body is deformed. Power: 2d6 Mind Control Modifiers: Area Effect (Any) (+1), Telepathic Contact (+1/4); Only versus automaton (-1/2), END only from Doom Reserve (+0), Gestures (-1/4), Incantations (-1/4), 1/2 DCV Concentrate throughout (-1/2), OAF Silver Medallion of Doom (-1), Requires Initiate Package or better (-1/4), Not on Blessed Ground (-1/4), Side Effects (2d6 Cumulative Minor Transform, Caster gains a physical limitation) (-1/2). Advantages: +1+1/4; Limitations: -3-1/2; Active Cost = 22 points. END Cost: 2; Magic Roll: -2; Casting Time: 1/2 phase; Range: Sight. Real Cost: 5. FEAR OF DOOM By placing the image of Doom in the mind of his enemies, the priest can cause great fear in his foe. The victim will often flee in terror, losing interest in whatever task he was attempting to accomplish. If the priest fails his magic skill roll, however, his body is deformed. Power: 6d6 Mind Control Modifiers: END only from Doom Reserve (+0), Only to cause fear (-1/2), Effect Reduced by Range (-1/4), Gestures (-1/4), Incantations (-1/4), Requires a Magic Skill roll (-1/2), OAF Silver Medallion of Doom (-1), Requires Initiate Package or better (-1/4), Not on Blessed Ground (-1/4), Side Effects (2d6 Cumulative Minor Transform, Caster gains a physical limitation) (-1/2). Active Cost = 30 points; Advantages: +0; Limitations: -3-3/4. END Cost: 3; Magic Roll: -3; Casting Time: 1/2 phase; Range: Sight. Real Cost: 6. TENTACLES As the powers of an initiate grow, his body can become gravely deformed when rituals are miscast, making certain physical tasks increasingly difficult. This ritual allows him to compensate somewhat for short periods by growing a bundle of tentacles about his deformed limbs. If he fails his magic skill roll, however, his body will grow even further deformed. Power: 2" Stretching Modifiers: Only with Extra Limbs (-1/4). Advantages: +0; Limitations: -3-1/4; Active Cost = 10 points. Power: Extra Limbs Modifiers: Linked to Stretching (-1/2). Advantages: +0; Limitations: -3-1/2; Active Cost = 5 points. Combined: END only from Doom Reserve (+0), Incantations (-1/4), Requires a Magic Skill roll (-1/2), OAF Silver Medallion of Doom (-1), Requires Aspirant Priest Package or better (-1/2), Not on Blessed Ground (-1/4), Side Effects (2d6 Cumulative Minor Transform, Caster gains a physical limitation) (-1/2). END Cost: 1+; Magic Roll: -1; Casting Time: 1/2 phase; Range: 2". Real Cost: 3. ---------------------------------------------------------------------- DOOM ASPIRANT PRIEST PACKAGE DEAL ---------------------------------------------------------------------- Initiates deemed worthy will gain the powers and limitations of an aspirant priest during the ritual of acclamation. He can then use any of the aspirant priest rituals, as well as those he already employed as an initiate, and is expected to go forth into the world to spread the word of Doom. This aspirant priest package completely supersedes the initiate package. (Most aspirant priest powers have an active cost of sixty points or less.) Skills and Talents Cost --------------------------------------------------------------- 200 point END Reserve, 0 REC, Only for Doom Rituals (-1/4) 16 Doom Ritual Skill 13- 7 Oratory, Persuasion 6 KS: Religious Dogma 11- 2 KS: Religious Procedures 11- 2 --------------------------------------------------------------- Disadvantages --------------------------------------------------------------- Package Bonus (15+) -3 Distinctive Features (Difficult, Major Reaction) -15 Vulnerability: x1.5 damage from holy weapons (Uncommon) -5 Promotes the faith -10 --------------------------------------------------------------- Package Cost 0 Note that by the time an initiate is fully prepared to become a priest, he will usually have incurred one or more physical limitations due to unsuccessful rituals. ---------------------------------------------------------------------- BLOOD HEALING When this ritual is cast, the incisors of the priest grow several centimeters longer, allowing him to make neat incisions in the flesh of his victim. The priest can then drink the flowing blood and use the warm fluid to slowly restore his own health. If the priest fails his magic skill roll, however, his body becomes deformed. Power: 1 pip HKA versus Physical Defense - Fangs Modifiers: +1 Increased STUN Multiplier (+1/2); Reduced Penetration (-1/4), No Knockback (-1/4). Advantages: +1/2; Limitations: -4; Active Cost = 22 points. Power: 1d6 Transfer BODY to BODY - Drink Blood Modifiers: Only when bite does at least 1 BODY (-1/2), Linked (-1/2). Advantages: +0; Limitations: -4-1/4; Active Cost = 15 points. Combined: END only from Doom Reserve (+0), Gestures (-1/4), Incantations (-1/4), 1/2 DCV Concentrate throughout (-1/2), OAF Silver Medallion of Doom (-1), Requires Aspirant Priest Package or better (-1/2), Not on Blessed Ground (-1/4), Side Effects (2d6 Cumulative Minor Transform, Caster gains a physical limitation) (-1/2). END Cost: 3; Magic Roll: -3; Casting Time: 1/2 phase; Range: 0. Real Cost: 7. EYE GOUGE Upon completing this ritual, the Doom priest can gouge out the eyes of his foe with a simple gesture. This loss of sight is preceded by a terrible stabbing pain as the sensitive flesh is torn out by evil magical energies. The sight can be restored by healing magic equal to the Active Cost of the Darkness, or by dispelling the magic. If the priest fails his magic skill roll, however, his body will become deformed instead. Power: Darkness to Sight Group Modifiers: 0 END Persistent (+1), Invisible Power Effects (All Senses) (+3/4), Continuous (+1), Uncontrolled (+1/2); Dispel by Healing Active Cost (-1/4), Only after Energy Blast does at least 1 BODY (-1/2), Only to blind target (-1/4), Costs END to cast (-1/4). Advantages: +3+1/4; Limitations: -4-3/4; Active Cost = 42 points. Power: 3d6 Energy Blast Modifiers: Beam Attack (-1/4), Linked to Darkness (-1/2), No Knockback (-1/4), Reduced by Range (-1/4). Advantages: +0; Limitations: -4-3/4; Active Cost = 15 points. Combined: END only from Doom Reserve (+0), Gestures (-1/4), Incantations (-1/4), OAF Silver Medallion of Doom (-1), Requires Aspirant Priest Package or better (-1/2), Not on Blessed Ground (-1/4), Side Effects (2d6 Cumulative Minor Transform, Caster gains a physical limitation) (-1/2), Extra Time: 2 Phases (-3/4). END Cost: 5; Magic Roll: -5; Casting Time: 2 phases; Range: 75". Real Cost: 10. FLAMING FOE By channeling the malevolent anger of Doom, the priest can use this ritual to incinerate a humanoid foe. The fire will burn for as long as the priest expends the required END from his reserve, and can spread to combustible material. (The flames can be doused in the same manner as normal fire.) If the priest fails his magic skill roll, however, his body will become deformed instead. Power: 2d6 RKA versus Energy Defense - Magical Fire Modifiers: Continuous (+1); Only versus humanoids (-1/4), Does not work without oxygen (-1/4) END only from Doom Reserve (+0), Gestures (-1/4), Incantations (-1/4), OAF Silver Medallion of Doom (-1), Requires Aspirant Priest Package or better (-1/2), Not on Blessed Ground (-1/4), No Knockback (-1/4), Side Effects (2d6 Cumulative Minor Transform, Caster gains a physical limitation) (-1/2). Advantages: +1; Limitations: -3-1/2; Active Cost = 60 points. END Cost: 6; Magic Roll: -6; Casting Time: 1/2 phase; Range: 900". Real Cost: 13. IRON TALONS Upon completing this ritual, the nails of the priest grow longer and harden into sharpened metal. The talons will slice easily through most ordinary materials, and inflict an evil, burning wound. If the priest fails his magic skill roll, however, his body is deformed instead. Power: 1d6 HKA vs. Physical Defense Modifiers: Armor Piercing (+1/2), +2 Increased STUN Multiplier (+1), 1/2 END (+1/4); Reduced Penetration (-1/4), END only from Doom Reserve (+0), Gestures (-1/4), Incantations (-1/4), Requires a Magic Skill roll (-1/2), OAF Silver Medallion of Doom (-1), Requires Aspirant Priest Package or better (-1/2), Not on Blessed Ground (-1/4), Side Effects (2d6 Cumulative Minor Transform, Caster gains a physical limitation) (-1/2). Advantages: +1+3/4; Limitations: -3-1/2; Active Cost = 41 points. END Cost: 2; Magic Roll: -4; Casting Time: 1/2 phase; Range: 0. Real Cost: 9. PARALYZE With a word and a gesture, the aspirant priest can paralyze a foe, leaving him vulnerable to a normal attack. This ritual locks the nerves of the being, using an EGO-based attack to freeze his muscles. If he fails his magic skill roll while casting this ritual, however, the body of the priest is deformed. Power: 2d6 Entangle Modifiers: Entangle takes no damage from attack (+1/2), Based on EGO combat value (+1); END only from Doom Reserve (+0), Gestures (-1/4), Incantations (-1/4), OAF Silver Medallion of Doom (-1), Requires Aspirant Priest Package or better (-1/2), Not on Blessed Ground (-1/4), Side Effects (2d6 Cumulative Minor Transform, Caster gains a physical limitation) (-1/2). Advantages: +1+1/2; Limitations: -2-3/4; Active Cost = 50 points. END Cost: (5); Magic Roll: -5; Casting Time: 1/2 phase; Range: 250". Real Cost: 8. SACRIFICE By sacrificing the life of a mortal being, a Doom priest can use this ritual to increase his own power for a few hours. Doom receives the life force of the sacrificed life, then rewards the priest with greater magical power. The total aid is limited by the damage inflicted with the dagger. Thus, to maximize the effectiveness of this spell, the dagger is usually plunged into the vitals of the helpless victim. If he fails his magic skill roll, however, the body of the priest is deformed. Power: 8d6 Aid to END Reserve. Modifiers: Return 5 per hour (+1/2); Gestures (-1/4), Incantations throughout (-1/2), 1/2 DCV Concentrate throughout (-1/2), OAF Silver Medallion of Doom and a Black Dagger (-1), Single Charge (Requires a sacrificial victim) (-2), Requires Aspirant Priest Package or better (-1/2), Aid limited to character point total inflicted by dagger cut of victim (-1/4), Not on Blessed Ground (-1/4), Side Effects (2d6 Cumulative Minor Transform, Caster gains a physical limitation) (-1/2), Extra Time - 2 turns (-1-1/4). Advantages: +1/2; Limitations: -6-3/4; Active Cost = 60 points. END Cost: 0; Magic Roll: -6; Casting Time: 2 Turns; Range: 0. Real Cost: 8. SERPENT CHARM By communicating through his own subconscious mind, a priest of Doom can use this ritual to charm and command any serpent. The charm is more effective when the priest is in close proximity to the serpent. If the priest fails his magic skill roll, however, his body will become deformed instead. Power: 8d6 Mind Control Modifiers: Telepathic contact (+1/4), Only versus Serpents (-1), Reduced by Range (-1/4), END only from Doom Reserve (+0), Gestures (-1/4), Incantations (-1/4), 1/2 DCV Concentrate (-1/4), Requires a Magic Skill roll (-1/2), OAF Silver Medallion of Doom (-1), Requires Aspirant Priest Package or better (-1/2), Not on Blessed Ground (-1/4), Side Effects (2d6 Cumulative Minor Transform, Caster gains a physical limitation) (-1/2). Active Cost = 60 points; Advantages: +1/4; Limitations: -4-3/4. END Cost: 6; Magic Roll: -6; Casting Time: 1/2 phase; Range: 300". Real Cost: 10. SPECTRAL FORM The priest can use this ritual to assume, for a brief period, the dark, spectral form of a malevolent spirit. While in this form, the priest is still vulnerable to magic, and attacks with silver weapons. If the priest fails his magic skill roll, however, his body will become deformed instead. Power: Desolidification (vulnerable to silver and magic) Advantages: +0; Limitations: -4-3/4; Active Cost = 40 points. Power: 5" Flight Modifiers: Linked to Desolid (-1/2). Advantages: +0; Limitations: -5-1/4; Active Cost = 10 points. Power: Life Support - Breathing is self-contained Modifiers: Costs END (-1/2), Linked to Desolid (-1/2). Advantages: +0; Limitations: -5-1/4; Active Cost = 10 points. Combined: END only from Doom Reserve (+0), Gestures (-1/4), Incantations (-1/4), 1/2 DCV Concentrate (-1/4), OAF Silver Medallion of Doom (-1), Requires Aspirant Priest Package or better (-1/2), Not on Blessed Ground (-1/4), Side Effects (2d6 Cumulative Minor Transform, Caster gains a physical limitation) (-1/2), Extra Time - 2 Turns (-1-1/4). END Cost: 5 + 1/5"; Magic Roll: -6; Casting Time: 2 Turns; Range: 0. Real Cost: 12. VILE CREATURES One of the more bizarre rituals possessed by a Doom priest, this spell intermixes the features of the creatures in the target area. Thus, a captive eagle, lion, and lizard can be intermixed to produce three different cross-breeds. If he fails his magic skill roll while casting this ritual, however, the body of the priest becomes deformed. What purpose this ritual serves is a mystery to goodly folk, but the results of this experimentation can be seen in many dark corners of the realms. Some of these mixed breeds have become highly successful species in their own right. Power: 1d6 Major Transform - Intermix features of target creatures Modifiers: Area Effect (Radius) (+1), Continuous (+1), Cumulative (+1/2); END only from Doom Reserve (+0), Gestures throughout (-1/2), Incantations throughout (-1/2), Requires a Magic Skill roll (-1/2), OAF Silver Medallion of Doom (-1), Requires Aspirant Priest Package or better (-3/4), Not on Blessed Ground (-1/4), Side Effects (2d6 Cumulative Minor Transform, Caster gains a physical limitation) (-1/2), Extra Time - 5 Minutes (-2). Advantages: +2+1/2; Limitations: -6; Active Cost = 52 points. END Cost: 5; Magic Roll: -5; Casting Time: 5 Minutes; Range: 260". Real Cost: 7. WRACK This ritual can be used to terrorize friend or foe alike. For as long as the priest chooses to maintain the spell, the target is wracked with painful mental energies. Only the most strong-willed beings can resist a lengthy period of such torment. If he fails his magic skill roll while casting this ritual, however, the body of the priest is deformed. Power: 2d6 EGO Attack Modifiers: 1/2 END (+1/4), Continuous (+1); END only from Doom Reserve (+0), Gestures throughout (-1/2), Incantations (-1/4), Visible Effects (-1/4), Requires a Magic Skill roll (-1/2), OAF Silver Medallion of Doom (-1), Requires Aspirant Priest Package or better (-1/2), Not on Blessed Ground (-1/4), Side Effects (2d6 Cumulative Minor Transform, Caster gains a physical limitation) (-1/2). Advantages: +1+1/4; Limitations: -3-3/4; Active Cost = 45 points. END Cost: 2; Magic Roll: -4; Casting Time: 1/2 phase; Range: Sight. Real Cost: 9. ---------------------------------------------------------------------- DOOM PRIEST PACKAGE DEAL ---------------------------------------------------------------------- When an aspirant priest is finally deemed worthy, he will gain the powers and limitations of an ordained doom priest during a ritual of ascension. He can then use any of the doom priest rituals, as well as those he already employed as an aspirant priest, and can create a temple to increase his followers. This doom priest package completely supersedes the aspirant priest package. (Most doom priest powers have an active cost of ninety points or less.) Skills and Talents Cost --------------------------------------------------------------- 300 point END Reserve, 0 REC, Only for Doom Rituals (-1/4) 24 Detect Unbelievers (Smell), Ranged 7 Doom Ritual Skill 16- 13 Oratory, Persuasion, Acting 9 KS: Religious Dogma 12- 3 KS: Religious Procedures 11- 2 --------------------------------------------------------------- Disadvantages --------------------------------------------------------------- Package Bonus (15+) -3 Distinctive Features (Difficult, Major Reaction) -15 1d6 RKA from holy water & items -10 Vulnerability: x2 damage from holy weapons (Uncommon) -10 Promotes the faith -20 --------------------------------------------------------------- Package Cost 0 ---------------------------------------------------------------------- BEAST PRESENCE Using this arcane ritual, the caster can assume the form and some of the properties of a creature that has the same evil nature as the priest. That is, the beast to be copied must possess some type of limitation versus holy men or their items. If he fails his magic skill roll while casting this ritual, however, the body of the priest is deformed instead. Power: +8 DEF Armor Modifiers: Limited to the armor rating of the new beast form (-1/4), Costs END (-1/2). Advantages: +0; Limitations: -3-3/4; Active Cost = 24 points. Power: Shapeshift, Any creature with limitations versus holy Modifiers: Linked to Armor (-1/2). Advantages: +0; Limitations: -3-1/2; Active Cost = 20 points. Power: Growth Modifiers: Limited to growth rating of the new beast form (-1/4), Linked to Armor (-1/2). Advantages: +0; Limitations: -3-3/4; Active Cost = 15 points. Power: +15 PRE Modifiers: Limited to PRE rating of the new beast form (-1/4), Linked to Armor (-1/2), Costs END (-1/2). Advantages: +0; Limitations: -4-1/4; Active Cost = 15 points. Combined: END only from Doom Reserve (+0), Gestures (-1/4), Incantations (-1/4), OAF Silver Medallion of Doom (-1), Requires Doom Priest Package or better (-3/4), Not on Blessed Ground (-1/4), Side Effects (3d6 Cumulative Minor Transform, Caster gains a physical limitation) (-1/2), Extra Time - Full Phase (-1/2). END Cost: 7; Magic Roll: -7; Casting Time: 1 Phase; Range: 0. Real Cost: 15. BLACK WOLVES The Doom Priest can use this ritual to summon a pack of black wolves to serve as guardian and spy for the temple. However, the wolves must be fed every 13 days with fresh humanoid meat, or they will be drawn back to their home plane of Doom. If he fails his magic skill roll while casting this ritual, however, the body of the priest is deformed. Power: Summon Black Wolves Modifiers: Only 2d6+1 out of 16 are summoned (-1/2), END only from Doom Reserve (+0), Gestures (-1/4), Incantations (-1/4), OAF Silver Medallion of Doom (-1), Requires Doom Priest Package or better (-3/4), Not on Blessed Ground (-1/4), Side Effects (3d6 Cumulative Minor Transform, Caster gains a physical limitation) (-1/2), Extra Time - 13 Minutes (-2-1/4), Return to home plane after 13 days without fresh humanoid meat (-1/4). Advantages: +0; Limitations: -4-1/4; Active Cost = 73 points. END Cost: (7); Magic Roll: -7; Casting Time: 13 Minutes; Range: 0. Real Cost: 14. DEATH OF A THOUSAND KNIVES When this ritual is completed, the target begins to suffer cuts from a magical talon that penetrates through the toughest plate armor. The victim is slowly and painfully sliced apart until all life has flowed from his body. If the Doom Lord fails his magic skill roll, however, his body will become deformed instead. Power: 1 pip RKA vs. Physical Defense Modifiers: Continuous (+1), Penetrating (+1/2), Armor Piercing (+1/2), x2 Difficult to Dispel (+1/4), No Range Penalty (+1/2); Costs END to cast (-1/4), END only from Doom Reserve (+0), Gestures (-1/4), Incantations (-1/4), Single Continuing Recoverable Charge lasting 1000 phases (recover with sacrifice to Doom) (+0), OAF Silver Medallion of Doom (-1), Requires Doom Priest Package or better (-3/4), Not on Blessed Ground (-1/4), Side Effects (2d6 Cumulative Minor Transform, Caster gains a physical limitation) (-1/2), Extra Time - 1 Turn (-1). Advantages: +2+3/4; Limitations: -4-1/4; Active Cost = 56 points. END Cost: (6); Magic Roll: -6; Casting Time: 1 turn; Range: 280". Real Cost: 11. LASH OF PAIN Upon completing this ritual, the priest is able to lash his foes with a magical whip that induces waves of intense pain. This whip can reach out to foes up to 3" away, provided there are no intervening barriers. In addition, stronger priests are able to wield this whip with much greater force. If he fails his magic skill roll while casting this ritual, however, the body of the priest is deformed. Power: 3d6 DEX Drain Advantages: +0; Limitations: -3-1/2; Active Cost = 30 points. Power: 1d6 STUN Drain Modifiers: Linked to DEX Drain (-1/2). Advantages: +0; Limitations: -4; Active Cost = 10 points Power: 3" Stretching Modifiers: Invisible Power Effects (Sight Group) (+1/2); Linked to DEX Drain (-1/2). Advantages: +1/2; Limitations: -4; Active Cost = 22 points. Combined: END only from Doom Reserve (+0), Gestures (-1/4), Incantations (-1/4), Requires a Magic Skill roll (-1/2), OAF Silver Medallion of Doom (-1), Requires Doom Priest Package or better (-3/4), Not on Blessed Ground (-1/4), Side Effects (3d6 Cumulative Minor Transform, Caster gains a physical limitation) (-1/2). END Cost: 7; Magic Roll: -7; Casting Time: 1/2 phase; Range: 3". Real Cost: 13. NIGHTMARE MINION A nightmare minion is a shadow creature born from the subconscious fears of its victim. The minion relentlessly pursues the target, drawing him into a shadow world of terrors and unborn imaginings. The victim of the minion must be visible when the spell is cast, or the minion will return to its home plane unsated. Power: Summon Nightmare Minion (See stats below) Modifiers: Requires a visible target for minion (-1/4), Gestures (-1/4), Incantations (-1/4), Requires a Magic Skill roll (-1/2), OAF Silver Medallion of Doom (-1), Requires Doom Priest Package or better (-3/4), Not on Blessed Ground (-1/4), Side Effects (3d6 Cumulative Minor Transform, Caster gains a physical limitation) (-1/2), Extra Time - Full Phase (-1/2). Active Cost = 74 points; Advantages: +0; Limitations: -4-1/4. END Cost: (7); Magic Roll: -7; Casting Time: 13 Minutes; Range: 0. Real Cost: 14. RESTORE LIFE This powerful ritual will restore life to a corpse for a short period of time, usually to serve some dark purpose of Doom. A fresh corpse can return to life with little loss of abilities and powers, while a long dead figure will function like a skeleton. The resurrected being will gradually return to the land of the dead, losing BODY from a "Susceptibility to Living" disadvantage. If the priest fails his magic skill roll, his body will become deformed instead. Note that this ritual can quickly drain the Doom reserve of the caster due to the high END cost required. The longer the corpse has been dead, the less likely this spell is to succeed. Power: 1d6 Major Transform Modifiers: Restore life to any corpse (+1), Continuous (+1), Cumulative (+1/2); -1 to Magic Roll per step down the time chart beyond 1 phase since the corpse was alive (-1/2), END only from Doom Reserve (+0), Being loses 1d6 BODY per hour while alive (-1/4), x4 END (-1-1/2), No Range (-1/2), Gestures (-1/4), Incantations (-1/4), OAF Silver Medallion of Doom (-1), Requires Doom Priest Package or better (-3/4), Not on Blessed Ground (-1/4), Extra Time - 13 Minutes (-2-1/4). Advantages: +2+1/2; Limitations: -7-1/2; Active Cost = 52 points. END Cost: 20; Magic Roll: -5; Casting Time: 13 Minutes; Range: 0. Real Cost: 6. STRIFE A favorite and diabolical trick of the Doom priests is to employ this ritual to spread strife among his enemies. The target of this ritual will grapple with his nearest ally, who in turn becomes infected by the mental discord. When more allies attempt to break up the conflict, they too will become infected. In this manner, the priest can spread strife throughout the ranks of his enemies. If he fails his magic skill roll, however, the body of the priest is deformed. Power: 10d6 Mind Control Modifiers: Sticky (+1/2); Only to grapple with nearest ally (-1/2), END only from Doom Reserve (+0), Gestures (-1/4), Incantations (-1/4), Requires a Magic Skill roll (-1/2), OAF Silver Medallion of Doom (-1), Requires Doom Priest Package or better (-3/4), Not on Blessed Ground (-1/4), Side Effects (3d6 Cumulative Minor Transform, Caster gains a physical limitation) (-1/2). Advantages: +1/2; Limitations: -4; Active Cost = 75 points. END Cost: 7; Magic Roll: -7; Casting Time: 1/2 phase; Range: 0. Real Cost: 15. SUPPLICATION After a period of supplication and prayer to Doom, the weakened powers of the priest will be slowly restored to normal. Since these prayers are more likely to be heard by Doom while in the presence of a loyal congregation, this is a standard opening ritual during services. This ritual is very risky to perform in solitude, however, as failure can result in physical deformity. For this reason, despite the relative simplicity of this ritual, it is only taught to a fully ordained Doom priest. Power: 2d6 Healing to END Reserve Modifiers: 0 END (+1/2); 11- Activation Roll (+1 for each doubling of total Doom worshippers) (-1/2), Only to starting value (-1/2), END only from Doom Reserve (+0), Gestures throughout (-1/2), Incantations throughout (-1/2), 0 DCV Concentrate throughout (-1), OAF Silver Medallion of Doom (-1), Requires Doom Priest Package or better (-3/4), Not on Blessed Ground (-1/4), Side Effects (2d6 Cumulative Minor Transform, Caster gains a physical limitation) (-1/2), Extra Time - 1 Minute (-1-1/2). Advantages: +1/2; Limitations: -7; Active Cost = 15 points. END Cost: 7; Magic Roll: -7; Casting Time: 1/2 phase; Range: 0. Real Cost: 2. THUNDERBOLT STRIKE Calling upon the power of his god, a priest of Doom can use this ritual to call down a powerful stroke of lightning against a foe. If he fails his magic skill roll, however, his body is deformed. This ritual will only function under the open sky, or on unholy ground that is sacred to Doom. Power: 8d6 Energy Blast (Lightning) Modifiers: Indirect (Any Direction) (+3/4); Only from above target (-1/4), END only from Doom Reserve (+0), Gestures (-1/4), Incantations (-1/4), Requires a Magic Skill roll (-1/2), OAF Silver Medallion of Doom (-1), Requires Doom Priest Package or better (-3/4), Not on Blessed Ground (-1/4), Side Effects (2d6 Cumulative Minor Transform, Caster gains a physical limitation) (-1/2), Only on ground open to the sky or sacred to Doom (-1/2). Advantages: +3/4; Limitations: -4-1/4; Active Cost = 70 points. END Cost: 7; Magic Roll: -7; Casting Time: 1/2 phase; Range: 350". Real Cost: 13. ---------------------------------------------------------------------- DOOM LORD PACKAGE DEAL ---------------------------------------------------------------------- The most powerful priest in the temple of Doom is given the honorary title of Doom Lord, and is the only Doom priest who can don the blood robes. A Doom Lord gains the special attention and favor of Doom, and he will often be whisked away to the Doom plane at any time deemed fit by his god. While he now commands absolute authority within the order, lesser rival priests will constantly seek opportunities to usurp the current Doom Lord and take over the post for themselves. This Doom Lord package completely supersedes all other Doom packages, and he can employ any of the Doom rituals, including those reserved solely for the Doom Lord. Skills and Talents Cost --------------------------------------------------------------- 400 point END Reserve, 0 REC, Only for Doom Rituals (-1/4) 32 Detect Unbelievers (Smell), Ranged 7 Extradimensional Movement - Plane of Doom, Only from Doom END Reserve (+0), No Conscious Control (-2) 7 Doom Ritual Skill 18- 17 Persuasion 5 Oratory, Acting 6 KS: Religious Dogma 13- 4 KS: Religious Procedures 12- 2 --------------------------------------------------------------- Disadvantages --------------------------------------------------------------- Package Bonus (15+) -3 Distinctive Features (Difficult, Major Reaction) -15 2d6 RKA from holy water & items -15 2d6/Turn when on blessed ground (Uncommon) -15 Vulnerability: x2 damage from holy weapons (Uncommon) -10 Hunted (Rival Priests: Less powerful, 8-, Assassinate) -5 Promotes the faith -20 --------------------------------------------------------------- Package Cost 0 ---------------------------------------------------------------------- ANIMATE ARMOR The Doom Priest, by means of this ritual, is able to animate a set of plate mail armor and use it to battle a foe. The suit of armor need not be in the same room as the priest. Indeed, the spell caster will be extremely vulnerable to any attacks, as he will be completely preoccupied by controlling the suit of armor. If the armor is missing an appendage, then the priest is unable to use that feature of the suit. Thus, if a leg is missing, then the suit will need to hop about in order to move. If the Doom Lord fails his magic skill roll, his body will become deformed. Power: Clairsentience, Sight and Sound Groups Modifiers: Only to see through visor of empty armor (-1/2). Advantages: +0; Limitations: -6; Active Cost = 40 points. Power: 15 STR Telekinesis with Fine Manipulation Modifiers: Indirect (Any) (+3/4); Only to animate an empty suit of armor as if occupied (-1/2), Linked to Clairsentience (-1/2). Advantages: +3/4; Limitations: -6-1/2; Active Cost = 38 points. Combined: END only from Doom Reserve (+0), Gestures (-1/4), Incantations (-1/4), 0 DCV Concentrate Throughout (-1), Requires a Magic Skill roll (-1/2), OAF Silver Medallion of Doom (-1), Requires Doom Lord Package (-1), Not on Blessed Ground (-1/4), Side Effects (3d6 Cumulative Minor Transform, Caster gains a physical limitation) (-1/2), Extra Time - 2 Phases (-3/4). END Cost: 8+; Magic Roll: -8; Casting Time: 2 phases; Range: 190". Real Cost: 11. BEAST SUMMONING The Doom Lord can use this ritual to summon any creature that is formed from parts of other creatures. Beasts such as a Griffon, Siren, Chimera, Minotaur, Cockatrice, or Manticore can be conjured by this means. This ritual will not summon shape-shifting creatures, or beings altered into other forms by lycanthropy. Once the beast has been successfully summoned, the priest will need to find some other means to placate or control the creature. If the priest fails his magic skill roll, his body becomes deformed. Power: Summon Combined Creature (360 pt. maximum) Modifiers: Any Creature formed from combining other creatures (+1/4); Gestures (-1/4), Incantations (-1/4), 1/2 DCV Concentrate throughout (-1/2), Requires a Magic Skill roll (-1/2), OAF Silver Medallion of Doom (-1), Requires Doom Lord Package (-1), Not on Blessed Ground (-1/4), Side Effects (2d6 Cumulative Minor Transform, Caster gains a physical limitation) (-1/2), Extra Time - 13 minutes (-2-1/4). Active Cost = 127 points; Advantages: +0; Limitations: -6-1/2. END Cost: (13); Magic Roll: -13; Casting Time: 13 Minutes; Range: 0. Real Cost: 17. DARK STORM Upon completing this ritual, a huge thunderstorm begins to form above the target hex in a 4km diameter. The storm creates a strong wind, flashes of thunder, and a driving rain for a period of several hours. As quickly as it arose, the storm will evaporate when the duration expires or the caster moves out of range. If the Doom Lord fails his magic skill roll, however, his body will be deformed. Power: Images to Touch, plus Sight and Sound Groups Modifiers: x256 Radius (+2); Only to create a thunder storm (-1/2). Advantages: +2; Limitations: -6-3/4; Active Cost = 90 points. Power: 14 STR Telekinesis Modifiers: Area Effect (+1), x256 Area (+2); Linked to Images (-1/2), Side Effects (3d6 Cumulative Minor Transform, Caster gains a physical limitation) (-1/2). Advantages: +3; Limitations: -7-1/4; Active Cost = 84 points. Combined: Costs END to cast (-1/4), END only from Doom Reserve (+0), Gestures (-1/4), Incantations (-1/4), 0 DCV Concentrate (-1), OAF Silver Medallion of Doom (-1), Single Continuing Charge lasting 5 hours (-1/4), Requires Doom Lord Package (-1), Not on Blessed Ground (-1/4), Extra Time - 5 Minutes (-2). END Cost: (17); Magic Roll: -17; Casting Time: 5 Minutes; Range: 420". Real Cost: 22. MIND SLAVE The victim of this ritual becomes a helpless slave of the Doom Lord, and must obey his every command. While following the instructions of the Doom Lord, the victim is immune to pain and can withstand STUN damage without becoming stunned. If the Doom Lord fails his magic skill roll, however, his body will become deformed instead. Power: Apply Automaton Advantage - Cannot be Stunned Modifiers: 0 END Persistent (+1), Uncontrolled (+1/2), Useable Against Others (+1), Ranged (+1/2), No Range Penalty (+1/2); Only while obeying commands of caster (-1/4). Advantages: +3+1/2; Limitations: -6; Active Cost = 67 points. Power: 12d6 Mind Control - Verbal Commands Modifiers: Linked to Advantage (-1/2). Advantages: +0; Limitations: -5-1/4; Active Cost = 60 points. Combined: END only from Doom Reserve (+0), Gestures (-1/4), Incantations (-1/4), 1/2 DCV Concentrate (-1/4), OAF Silver Medallion of Doom (-1), Requires Doom Lord Package (-1), Not on Blessed Ground (-1/4), Extra Time - 13 Minutes (-2-1/4). END Cost: (13); Magic Roll: -13; Casting Time: 13 Min.; Range: Sight. Real Cost: 20. SYMBOL OF DEATH This protective ritual is used to guard sacred sites from intruders. The symbol of Doom is placed in a fixed location, such as a door or passage. Anybody touching the symbol, with the exception of the caster, will be struck by a massive surge of energy. If the Doom Lord fails his magic skill roll, his body will become deformed instead. Power: 10d6 Energy Blast versus ED Modifiers: Trigger (Symbol touched by STR 0 or higher) (+1/4), Uncontrolled (+1/2), Personal Immunity (+1/4); Beam Attack (-1/4). Active Cost = 100 points; Advantages: +1; Limitations: -7. Power: Images to Sight Modifiers: 0 END Persistent (+1), Continuous (+1), Uncontrolled (+1/2); Only display symbol of doom (-1), Linked to EB (-1/2). Active Cost = 35 points; Advantages: +2+1/2; Limitations: -8-1/4. Combined: END only from Doom Reserve (+0), No Range (-1/2), Gestures (-1/4), Incantations (-1/4), Requires a Magic Skill roll (-1/2), OAF Silver Medallion of Doom (-1), Requires Doom Lord Package (-1), Not on Blessed Ground (-1/4), Side Effects (2d6 Cumulative Minor Transform, Caster gains a physical limitation) (-1/2), Extra Time - One Hour (-2-1/2). END Cost: (13); Magic Roll: -13; Casting Time: 1 Hour; Range: 0. Real Cost: 16. ---------------------------------------------------------------------- BLACK WOLVES While they appear to be normal wolves with a thick, dull black coat, these beasts exist only to spread fear and horror at the behest of the Doom Priests. They will be found naturally only on the plane of Doom, or in the lands most blighted with his evil. The Black Wolves are nearly identical to the Wolf described in the HERO Bestiary, with the following exceptions: Cost Abilities END ----------------------------------------------------------------- 24 2d6 STUN Drain, Recover every day (+1+1/2), Continuous (+1), Uncontrolled (+1/2); Gradual Effect (Every 10 Minutes) (-1/2), 3 Charges (-1-1/4), Only after bite does at least 1 BODY (-1/2) - Green Venom. 5 Regeneration: 1 BODY/turn, Only on home plane (-1). 50+ Disadvantages ----------------------------------------------------------------- 15 Pack goes berserk during combat 8-, Recover 11- 10 1d6 RKA from holy water & items 5 Vulnerability: x1+1/2 damage from holy weapons (Uncommon) 10 Must slay enemies of Doom 12 Creature Bonus OCV: 6; DCV: 6; ECV: 2; Modifiers: +0; Phases: 4, 8, 12. Points = 21 + 96 = 117 = 67 + 50 ---------------------------------------------------------------------- NIGHTMARE MINION This horrific beast from the plane of Doom is spawned from the darkest recesses of the humanoid subconscious. The monster is invisible to all save the victim from whom it draws its essence, and will pursue this target until it has drained the life force. Once the minion has completed its purpose in life, the nightmare rejoins the swirling vortex of primordial chaos on its home plane of Doom, perhaps to be reborn in another nightmare. Val Char Cost Val Char Cost ----------------------------------------------------------------- 15 STR 5 5 PD 2 15 DEX 15 5 ED 3 10 CON 0 3 SPD 5 15 BODY 10 7 REC 4 5 INT -5 24 END 2 10 EGO 0 28 STUN 0 20 PRE 10 0 COM -5 Cost Abilities END ----------------------------------------------------------------- 40 Shapeshift, Any Nightmare Form, 0 END Persistent (+1). 22 12d6 Telepathy, Single Recoverable Charge (Return to home plane) (-1-1/4), Only to find a nightmare form from the target (-1/2). 20 2d6 BODY Drain. 20 Extradimensional Travel (Return to home dimension) 24 Invisibility to Sight Groups, 0 END Persistent (+1), Not versus target (-1), Always On (-1/2). 17 5d6 Mind Scan, Only versus target (-1/2) 10 Regenerate 1 BODY/turn 5 5 DEF Damage Resistance 6 +3 OCV w/ Drain 6 Climbing, Disguise 11- 2 KS: Nightmare forms 11- 75+ Disadvantages ----------------------------------------------------------------- 25 Distinctive Features (Not conceal, Extreme Reaction) 20 Psych. Lim.: Must pursue target until slain (Common, Total) 30 x2 BODY from attacks not coming from target (Very Common) 68 Creature Bonus OCV: 6; DCV: 6; ECV: 2; Modifiers: +3; Phases: 4, 8, 12. Points = 46 + 172 = 218 = 143 + 75