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2 ー Dangers: If a trap or hazard that would normally kill a man is

Witches of N'Kai encountered PC's must succeed in a stunt or subtract 1 to 4 from


by Caleb Jensen their level for the purposes of determining Hit points only for the next
few combats(depending on severity.).
Dedication 3 ー Witch Craft: Whenever a Character gains a level they may learn
Witches of N'kai is meant to be a tribute to Geoffrey McKinney's one Ritual. Most rituals are self descriptive,and usually summon,
CARCOSA, and Nicolas Dessaux's Searchers of the Unknown. bind, banish, or contact a particular type of spawn. All Rituals require
Please follow the links for more information. form of sacrifice. LvL 1 characters know no rituals.
Setting 3 ー Lore: PC’s starts at initiate Level one. When ever a character
Beneath the forgotten ruins of Yoth lies the endless caverns of defeats a spawn or manges to stealthily study one, they receive a
N'Kai, home to the Great Old Ones, and their unspeakable spawn. number of Lore Points (LP) equal to the spawn's Level X 100 to be
Although lost for centuries Witches and Warlocks have long split amongst the party. If a character's LP exceeds their current level
sought the forbidden place in their mad search for blasphemous X 2000 they Gain a level (increasing their SV, and learning a New
lore, and occult power. ritual, and possibly their AT.)
Character Creation 4) Artifacts: Pieces of alien and arcane technology can be found in
the caverns. A Save is required to discover a Relic's workings.
1) Choose Equipment:Choose one armor, and either two
Examples A cylinder that allows brains to survive indefinitely with out
weapons or one weapon and a shield. Armor Provides the AC and
the body, and gives telepathic abilities to it's occupant.
This gives your PC an armor class (AC) and a movement rate (MV,)
while Weapons tell what damage a character will do in Creating Spawn
combat (D) Shields reduce AC and MV by 1, and may not be used Spawn are created as per the standard Character creation rules
with Heavy Weapons. Ranged Weapons Deal Damage as though except as follows: (note that the spawns AC, MV, and Damage are
they were one category lower the result of their own abilities and not gear)
Armor Weapons 2 ー Level (LVL): Spawn may start at any level
AC MV 5 ー Name and Describe the Character: Roll 3d4, this is the # of
None 9 12 1D2 letters in the name. Roll 1D4 per letter on a result of 1 to 3 roll 1D20
Light 7 9 1D4 on the consonant table(CT). On a 4 roll 1D8 roll on the vowel table
Medium 5 6 1D6 Descriptions should always invoke disgust or horror.
Heavy 3 3 1D8 6 ー Powers (PW): Roll one D20 if the result is under the number of
2) Level (LVL): measures the degree of initiation into the dark letters in a spawn's name level roll on the power table and repeat
arts,and the ability to defend one's self against unspeakable this step
horrors. Character's learn a new Ritual whenever they gain a LvL # CT Power
3) # of Attacks (AT): At level 1 characters get one Attack a round, 1 B Movement ; Can Fly, Swim, or burrow at it's full MV
and gain an additional attack every four levels. 2 D Frightful Aura: Opponents must check for moral each
4) Save (SV): A Character's SV is equal to their LVL +4. When a round
Save is called for the player must roll under this # to succeed. This 3 F Slick Ooze: Lowers AC and MV by one
roll may also be made to for actions that are not covered by the 4 G Pseudopod: On a successful hit, the Spawn may hold an
Stealth and Stunts Rules, such as picking locks, or discovering a opponent (Roll under AC to escape)
spawn's name 5 H Poison: When hit an opponent must save or be reduced to
5 ー Name and Describe the Character: Name and describe the 0 HP
character and equipment appropriate to setting and time period. 6 J Madness: When first encountered an opponent must save
Example Character: John Blake, Bayou Witch (AC 7 MV 9 SV 5 or go mad
LvL 1 #AT 1 D 1D6 with Rifle or Buck Knife). 7 K Paralysis: When hit an opponent must save or be unable
to act for a # of rounds = spawn's LvL
8 L Possess: When hit an opponent must save or have mind
Combat taken over by the Spawn for # of rounds = Spawn's level
0 ー Pre-Combat Before Combat begins each combatant must 9 P Blood Drain: After a hit an opponent must Save or Spawn
determine their HP and initiative score. If character's have not can automatically Hit on the next round of combat
rested since last combat the previous total is used, otherwise add 10 Q Summon: Each round the spawn summons a LvL one
1D8 / LvL and record this number. Initiative is 1D20 +AC for each spawn into combat
attack possessed. Round proceed in initiative order (highest first) 11 R Ethereal: Does not take damage from non-artifact
until all combatants have acted.
weapons
1 ー Attack: Characters may attack on heir imitative by roll 1d20. If
12 S Regeneration: gains 1 HP per level per round (max 8 X
the score is under your opponent AC + your own level, it’s a hit.
LvL)
3 ー Damage: On a Hit roll (D), and reduce the opponents HP the
13 ST Acidic/ Quills: When hit by an opponent, that opponent
result. Whenever HP is reduced to 0 or below the opponent is
takes Damage = to spawn's LvL
rendered unconscious or dead (attacker's choice.). Unconscious
14 TH Explode: When reduced to 0HP dies dealing damage = to
victims are often taken as Sacrifices. If a combatant reduces an
LvL to all with in 3 meters
opponent to 0 HP they may make an additional attack at the end of
15 V Bulbous: Rolls D12 for HD
the round
4 ー Morale: When a Spawn is outnumbered and have an Hp less 16 X Armored: AC -1
than their LVL X 2 they must check for morale. The DM rolls 17 Y Skitter: + 3 MV, and initiative
1d10, if the result is lower than the spawn's level they will retreat, 18 Z Wicked: Add LvL to all Damage dealt
unless pursued. PC's may attempt to escape willingly at this step 19 ' Devour: Can consume an opponent at 0HP to gain 1d8 HP
as well. If there are any combatants left at the end of this step per LvL
repeat steps 1-4. 20 ' Relic: Uses an Arcane Device in Combat
1 2 3 4 5 6 7 8
Adventure A E I O U Y ' '
1 ー Stealth & stunts: Actions such as sneaking past a spawn,
swimming, or climbing a rope are easier in lighter armor To preform Sample Spawn
such actions roll 1D20 under the character's AC +LVL. The DM add Ghul:Dog Faced Humanoids with rubbery skin. (AC9 MV 12, LvL 4 #
modifiers to the number needed before the dice is rolled to reflect AT 2, D 1d8, PW 15)
difficulty.

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