Showing posts with label angels. Show all posts
Showing posts with label angels. Show all posts

Saturday, January 30, 2021

Heaven's Riders


Catholic priests tirelessly feeding the poor and downtrodden. Police officers and soldiers fallen in the line of duty. Chivalric knights fighting for justice. Dogs jumping into burning buildings to save their masters. What do all these people have in common? They are considered heroes. And most also consider they have a one way ticket to heaven.

But people often criticize theology. The concept that a heaven and a hell can exist at the same time is a bit paradoxical. How could you be truly happy in heaven while there are souls suffering in hell, especially for people as righteous as these?

Ask any preacher or pastor. What happens to unbaptized children? They'll swear up and down that they go to heaven, even if they haven't accepted Jesus. Or even been a good person- they're babies after all! But that's not how it actually works. Why do you think evil satanists sacrifice children and virgins to the devil? Because it sends them straight to hell, even people who have committed no sin. What about Catholics who die just before confession- do they go to hell too, just for bad timing? What about Atheists, swayed by scientific reasoning but were otherwise good people- do they go to hell forever too? Is this really how God's love should work?

The truth is that the battle between good and evil is a battle. It's not something God can just sit back lazily and let it sort itself out. Battles need soldiers.

The Nature of Heaven
When people die and go to heaven, they are reborn in an ageless, flawless, perfect body. Imagine if you actually exercised and slept the amount that physicians recommend. Imagine if you did all that almond milk detox yoga shit. Imagine if you ate and drank nothing but the purest, freshest most natural ingredients. Imagine if you grew up free from stress or carcinogenic chemicals. That flawless, perfect body in heaven is that body. It's the body you would have had on Earth, if life wasn't so messy and full of unknowns.

This perfect body is ageless. You live in heaven with it until judgment day, when God's children will retake the Earth from Satan, and live on it peacefully forever. This perfect body, however, is irreplaceable. You only get one. More importantly, it is still human. Anything that can kill a human can kill this body. Of course, it is very strong, healthy, and eternally young- but it can die. So there is a risk that, if taken out of heaven, you can “die” again. And once that body dies, you'll be stuck as a spirit, never able to reclaim the Earth as a chosen one of God. Never able to enjoy the pleasures of sex or food ever again- never able to bear children and help repopulate the world after the rapture.

This is the risk that the Heaven's Riders must take, to save the souls of the innocent from Satan.

Heaven's Riders
These are the souls of heroes- who cannot sit idly by and let the souls of innocents suffer. They fight back against evil in the only way a mortal soul can- by stealing them back. Remember- God will win the fight in Good against Evil. But the assumption that he will win easily, handily, or constantly is a human invention. It is a feel-good belief, not a factual one. Remember, a third of all angels defected with Lucifer. The forces of hell are powerful- especially compared to a poor human.

Using the power of Heaven, these brave men and women ride “horses” made of angelic metal and powered by prayer. They cannot reappear on Earth- they're still dead already. But they can risk their new, one-and-only true body in battle against the devil. They ride down from Heaven, through the twisting gates of purgatory and the veil, through the realms of the haunting, down past limbo, and then into the fires of hell. Some of them practice on the easier souls- the slip ups who tumble just down to the realms between heaven and hell. These are the easy saves, a good way to get your feet wet and practice with your awesome machine. But when it comes to actually raiding Hell, the training wheels come off and you'd better be ready.

They fly past a soul, holding out their hands and grasping it, snapping them from the clutches of damnation. Skidding over rocks at breakneck speeds- only the reaction speed of a perfect, flawless body and eyes that can see distant valleys could possible pilot this machine. Once the victim is in tow, they must return them to heaven. Do you think demons just let this shit fly? No way. They return in hot pursuit- out of hell, up limbo, through the realms of haunting, past the veil, up through the twisting gates of purgatory- and stop short right at the pearly gates of Heaven. They can't enter, of course, so once you return the soul to heaven, you're safe.

So it's a race on the way back too, and these devils are mean. They'll fire at you with advanced and primitive weapons, blazed with hell fire. They'll try to crash your ride, or even just steal the soul back with bloody chains of evil. If they corner you, you'll die again, and lose your true body for good. The Riders don't bring weapons with them- it's not in God's plan for mortals to destroy evil in that way, and besides, anything you bring along would just weigh you down and make it impossible to escape, especially with a soul in tow.

Of course, everyone knows God will win in the end. Peace on Earth will be restored one day, the wicked souls punished, demons banished to the abyss, and all the innocent will rejoice. But when will that day come? Nobody in heaven knows- not even the angels will say. How long will innocents suffer Satan's wrath? How long will unbaptized babies and tribal people born before the revelations of Christ suffer from hellfire? Even one day of torture would be too much- what about years? Centuries? Millennia? Any amount is an injustice. That is why we ride.

Wednesday, January 13, 2021

Celestial Guardians

We have three faces, to look upon the nature of good, evil, and everything between.”
We have no hair, as we have no vanity. Instead, stuck to our heads are the coins given in alms to the downtrodden in righteous compassion.”
We have four hands; an arm to fight the young warrior with his speed and rage, and an arm to face the old warrior with his skill and resolve.”
We have three legs, as to be stable like the holy tripod.”
We have no navel, as we are not born of this earthly realm.”
Our eyes are clear; as we see through all deceptions.”
You will not pass through this gate.”

Celestial Guardians
HD- 12+8
AC- 22
Morale- 17
Numbers- Two
Attacks- (+8 to hit) Two double-fist attacks at 1d10+2, thistle tails w/ paralyze on hit
Abilities- Celestial Grace, Ageless & Flawless, Divine Word, Martial Arts

These two Celestial beings are bound with guarding a heavenly gate. Between the realm of the mortal world and the realm of the divine; gateways exist. Only those of worth may pass between. The Celestial Guardians make no attempt to stop the passage of great holy men, gods and demigods, heroes of renown, and those with a pass. They make no attempt to stop those coming out. For all others; you may not enter the Heavenly Realm.

These two beings are giants of divine nature. They are high ranking servants of heaven, but are not high enough in rank to be considered as Deva or Devi. As such, they have four hands but only two arms; they can wield up to four one handed weapons or do two-hand martial arts techniques with each arm, but still only get two attacks per round. They have three legs, which provide perfect stability- they do not suffer knockback or grappling effects that move them from their spot. They can fly and run faster then a horse. If they are on the ground, they can beat their wings to create a gust of wind that knocks back all projectiles, elemental blasts, and flying enemies except unerring arrows or those tipped with metals heavier then lead.
They also possess a thistle tail which requires an attack roll. On a hit, the target is paralyzed for one round, no save. If this move is used against living trees like Ents, Xyloids, or other wooden beings their bodies explode into fresh sapling growth and vines that cover them; that character or being is killed and their soul is released to the great wheel as their body nourishes fresh growth.

The Celestial Guardians are masters of combat, and guard the gates to the Celestial realms at all times. They have no human weaknesses; they never sleep, eat, or have their attention drawn somewhere else. As Celestial beings, they cannot be caught unaware by any mortal methods. Even invisibility is too conspicuous for them; they can see the dust motes in the air around your body as it creeps up on them. For these reasons; the Celestial Guardians almost never miss an attack. They can declare any attack they have missed as a glancing strike instead; the shockwave of their palm strikes still dealing 1d4+1 magical, irresistible damage to their target.

The Guardians possess flawless, ageless divine bodies. Celestial Beings are immune to level drain, poison, disease, and save or die spells and weapons. The sole exception to this rule is a vorpal sword, which upon an attack roll of 20, you must roll two more twenties consecutively to behead them, one for each head, otherwise all three heads remain firm. The Divine entities are also immune to fumble rolls. If they roll a 1 on an attack or save, treat it as a natural roll of 20 instead.

The Celestial Guardians know the Divine Word. This powerful spiritual word is a magic word above the other Words of Power. As such, if a magician attempts to use a magic word, one of the three heads can shout this word and silence it in their throat. They can also speak this word themselves freely to alter reality- the divine word can be put in the place of all lesser sorceries. Consider one guardian capable of casting any worldly spell, up to three a round, simultaneously.

Finally; the Guardians are masters of martial arts. They can perform any worldly martial arts, and know all martial arts styles. They can instantaneously switch to any style they choose and can counter every style, except the Way of the Left Hand. Every time they make a successful To-Hit roll with a fist attack, they may add one of the following secondary effects. They will choose whichever is most tactical for the situation at the DM's discretion, but you can also roll randomly.

Celestial Martial Arts Effects Table- Roll 1d8
[1] Aneurysm- The attack has created an internal aneurysm. Next hit deals double damage.
[2] Disarm- Disarms or breaks the weapon the victim is using. Magic weapons get a save.
[3] Disc- The momentum of the blow has created an air disc, which flies at the target next round. The air disc has an attack of +4 and deals 1d6 damage on a hit. Attack roll or save to avoid.
[4] Chakra Blocker- Target has become weak to paralysis. The next time they are struck by a thistle tail or a paralyzing move, they are paralyzed for one hour. Ignores immunity to paralysis.
[5] Mist Fist- Target is pushed back through a divine mist that appears behind them. They reappear at the base of a holy mountain; Celestial Gateways are usually built at the top.
[6] Ennui- Target loses the will to do anything, gets disadvantage on all rolls. Most motivate self one round to clear the effect.
[7] Concussed- Target is struck in the head. Forgets a spell, martials arts technique, or why they are trying to pass through the gate in the first place.
[8] Shakes- The target loses -1d6 Dexterity. This is righteous stat damage, and cannot be healed with holy magic or healing powers from prayer.

Also the Celestial Guardians can summon any weapon they want from the Celestial Armory or an Astra if they really need it, not that they do.

Saturday, September 26, 2020

20 Weapons from the Celestial Armory

This is a collection of magical and divine weapons that are in use by Celestial Guardians, Angels, Arrogant Wizardlings beyond their station and Paladins on a Most-Holy Quest. While cosmically in a lower regard then the Astras, these powerful weapons can sometimes be gifted to the most pure hearted souls in the battle against evil; or stolen from the heavenly halls to use their power for wicked means. Also, this list is built with “bonus to hit” being totally separate from “bonus to damage”, so don't double up unless you want these divine weapons to be twice as accurate (which is fine too I guess).

20 Weapons in the Celestial Armory
[1] War Asp – 1d6 Damage, +2 to hit, Deadly Poison
This looks like a snake. It's a snake that has no problem being held, and never bites its master. The snake can be flung around like a weapon, the way many ancient Gods use its venom as a tool of death. Because the snake can aim itself when it is whipped or tossed, it gets +2 to hit as it aims at the enemy's weak point.

For mortals, assume the snake's venom is save vs poison or die. Against elephants, gods, giants, or other beings who make sense the snake venom just deals 2d6 damage. The snake can aim for weak points but naturally cannot bite through metal armors. Enemies can also cut off the snake's head with a slicing weapon; requires a successful to-hit roll at -4

[2] Magic Clam – Adds +1 to damage and AC, Magic Pearls
This “weapon” is for the use of magical spells. Once per day, the clam produces a magical pearl inside itself. By holding the clam, you can make it open like a purse which lets you access the pearl. The pearl can be expended, turning into a brilliant display of stellar light, to empower any spell you cast. The spell is cast as though you are two caster levels higher, or the saving throw is increased in difficulty by +2, or you may add an extra specific quality to the spell's effect. For example, if you cast polymorph with a pearl instead of turning someone into a “pig” you can turn someone into a “pig that looks tasty”.

Simply by holding the magic clam, you are blessed by its energy. You deal +1 damage with all attacks and gain +1 AC.

[3] Agony Branch – 1d8, +2 to hit, catastrophic pain
This weapon appears as a simple piece of dried wood with a small amount of leather wrapped around the base for a simple handle. The wood doesn't even look thick enough to be useful as a club! However, the surface and interior of this wooden branch is filled with tiny, almost microscopic bullet ants with an agonizingly painful bite. This bite can pierce any skin; even thick skin like a rhinoceros or perfect, divine jade or bronze skin seen in some divine beings; as such even angels have to hold this by the leather handle (soaked in liquid smoke for three centuries to keep the bugs out of it) to avoid being stung and suffering the same pain.

At first being bit, it deals 1d8 damage and then causes horrible pain at the site of contact. The being in question loses 3d6 Wisdom. If this causes their Wisdom to drop below zero, set their Wisdom to 1. This new Wisdom score is how much the pain is hurting them and how badly it interferes with them. Every year, the character may make a saving throw to restore 1 point of lost Wisdom. Because the branch only needs the slightest grazing blow to work, it has an attack bonus of +2 to hit.

[4] Great Chakram – 2d4+2, +4 to hit
This metal hoop is used as a deadly chakram. Spun on a single finger, this chakram is much larger then a normal one, being about the size of a smell shield. It is made of heavenly alloys and of such perfect geometrical composition though that it can be spun in perfect balance until needing to be thrown. The chakram flies with unerring speed and accuracy, making it extremely likely to hit its target. The weapon also only needs to barely grace its target; the razor-thin line across your skin explodes into a gory gash from its spinning deadliness. This weapon can also be used in melee as a 1d4+2 deadly slicing ring, but only when spun and launched does its true power show.

Heavenly warriors and angels tend to use chakrams and javelins over divine arrows. This is because they often forget to retrieve their arrows after using them, letting them fall into the hands of mortals. At least with a chakram or throwing star, they have a motivation to retrieve them, as they were only given one at the start of their duty to heaven at the beginning of time, and it needs to last all the way until the end.

[5] Deadly Bubble – Slow Floating, Save or take 2d20
The bubble is about the size of a play ball and has a dark purple tinge. It can be blown at an opponent, and it generally floats towards their direction but is easily knocked aside by the wind. If it hits the foe or is popped, it explodes and deals 2d20 damage to everyone in a small area who fails a save. If the bubble is a direct hit against target that target doesn't get a save.

The Deadly Bubbles were created over a thousand years ago by an ancient God of the Seas. Only after these first few cataclysmic bubbles were formed from this God's foaming spittle, they lost their voice utterly and these are the last remnants of that power.

[6] Refined Teacup – Frighten Animals, Heal for 3d6 on Drink
This is a “weapon” in the same way a a wall is “armor”. It appears as a white and green fragile bit of fine crockery, clacking with each small movement and shake. Its rim has a silver lining and the clattering noises this teacup makes on its saucer have an unusual effect on animals; it causes panic from the high pitched scrapping. Animals in the player's party go crazy and flee the area, half animals or intelligent animals must either make a morale check or get -2 to attack the holder of the teacup. Within the divine teacup is a magical liquid that, if drank by any living being, restores 3d6 hit points, curses most earthly diseases, and restores 1d6 points of any damaged attribute, or a full level of level drain. Once the liquid has been drained from the teacup, it disappears along with the saucer back to heaven, as the divine realm is not one to leave a guest with an empty cup.

This divine teacup is sometimes seen in artwork depicting warrior angels and celestial beings; who can somehow hold it in a melee. Anyone with a superhuman level of agility (+4 Dex mod) can hold the saucer in a fight while attacking, dodging, or casting spells without breaking it or having it fall. Divine entities are imbued with perfect divine grace and can therefore do pretty much anything without the saucer and the teacup spilling. Also, the divine tea inside the teacup refills the life energy of living creatures; it is poison to undead. Tossing the contents of the divine teacup on an undead creature will deal 3d6 damage instead, destroying their unlife.

[7] Tassel Spear – 1d8+2, +4 to hit
This magic spear is made of holy white wood with light-shining metal on the end. It is a holy weapon and is very potent against the undead and demons, and is an all-around powerful instrument. Just below the head on the shaft of this spear is a long red tassel made of divine holyfibre. It cannot be cut or burnt, and usually just drifts in the breeze or moves along with the head of the spear and flows beautifully like flowing water.

If you make a successful attack with this weapon, the magic tassel can be animated to wrap around anything the user of the spear wishes. So you could make the tassel wrap around the knife in the enemy's belt and stab them with it (deal an extra attack at 1d4), you could make the tassel wrap around a foe's weapon in an attempt to disarm, or to tie the spear to them and make your next round of combat easier with a +2 to hit from being lined up, etc. During the heights of the ancient war between Good and Evil it is said that every single soldier was given one of these spears, but surprisingly few of them remain in the celestial armory; the holyfibre was taken and the essences of the spear broken down and reused in new, more peaceful projects as the Gods and Demons finished their war.

[8] Mighty Falchion – 1d8+3, +2 to hit, Shreds armor on hit
Appearing as a sword with a thick midsection, the Mighty Falchion is a powerfully crafted bit of heavenly strength wrapped in steel and inlaid with gold. The image of writing fire is emblazoned on the face of the blade in gold leaf, and the blade itself is might of lightly colored holy ore as many of the divine weapons in the celestial armory are. This Falchion seems to chop with concussive force; gravity and momentum work in tandem with the lightening effect this weapon has on the user's grip when held, making it easy to use despite being deceptively heavy.

First, the Falchion is hard and sharp enough, and even a simple swipe has a huge amount of power behind it, the blade can chop through almost any armor. Only the strongest of dense deep black metal or other heavenly ore, or the greatest of magical alloys such as Adamantine, are treated as similar levels of material hardness. This means that after each successful hit, ignore all damage reduction from well made or padded armor if any and reduce the armor's AC by the damage dealt.

Secondly, the Falchion can chop through most other materials like wood and bone as well as thin brickwork and stone. As long as you have leverage for the attack, you can pound away at inanimate objects to shave off mass or to cut straight through with the right angle and thickness. However- it is not like Adamantine and will dull eventually if you're using it to cut stone and metal.

[9] Dagger of Green Glass – 2d4+1, +4 to hit
Magical dagger forged of glass only found in the deepest, purest caverns in the Earth. The daggers themselves are glass and partially transparent, infinite and finally cut fractal angles going onwards inside to infinity show a type of otherwordly craftsmanship. Without such perfect cuts, these incredibly brittle and sharp knives would shatter into a million pieces with even trying to cut soft flesh. These can be used in stealth and in a grapple, and with heavenly hands using them they can bypass most armors. The sharpness of this blade is so great that it will cut its holder as well. If you made an attack roll after moving, or on the same roll after drawing the weapon, or if your opponent has stunned you even attempted a disarm, then you take 1 damage from the blade's edge just barely cutting your body.

The sharp geometry of this weapon is infused with an unnatural deadliness. Anyone cut by this knife could truly be harmed much worse by it, the cosmic level of uncertainty can be manipulated by the cutter. While holding the blade and after making a successful hit, you can twist it in the air to cause an additional +1d6+1 damage to whoever was harmed by the blade last round, including the wielder if they were cut by on accident.

[10] Crushing Claws – 2d2+2, +2 to hit
These appear as punch daggers or “claw” style weapons with golden foil and blackened ornate steel. The tips of these claws are thicker then the bases, each claw-tip is ended with a cube. While this would render a mortal weapon totally useless, for a divine weapon it can still work. This means these claw weapons actually deal blunt or crushing damage instead of slashing or piercing. These claws gouge out heavy dents and divots in stone and metal as long as the person using them has the strength to wield them; it can be used against golems and the bloodless just as well as a hammer.

Beyond just being powerful blunt weapons, these claws are quite good at destroying things. By punching with force, you can selectively destroy or crack different materials, or guide existing cracks in very hard objects like walls or metals. Doing so means a rapid flurry of blows could break open unstoppable, impenetrable mega-armor or guide the crack in a wall up to a specific guard-post so you can slip inside.

[11] White Lotus – 1d6+1 Petals, +4 to hit
This white lotus-flower is held in one hand. Divine beings can fire petals off the flower with this same hand, but mortals will need to use another hand to pluck a petal and then throw it. The petals fly either straight or in great looping patterns, and are very hard to avoid. Each lotus has a number of uses which is equal to its number of petals. The number of petals depends on how many centuries the lotus has been cultivated for, but it is always a holy number. The most common number of petals on a lotus therefore are 12, 21, 36, 50, and 77.

The magic flower petals cut and slash along the edge of their leaves; staining them red and sinking to the ground from the new weight. They cannot be used as weapons again, but the petals themselves can be picked up and be brewed into a celestial bloodstained tea. Additionally, the flower petals can catch the wind and use it; therefore spells that bring up barriers of air or wind to block arrows or other projectiles are therefore ineffective against the holy white lotus petals.

[12] Forge-Lord's Hammer – 1d6+3 Magic Hammer, +3 to hit
Magic hammer with a red cap on the striking surface, which is always steaming from the heat and the moisture in the air touching it. This magical hammer isn't quite the same as the hammer of the forge-God himself, instead it is more like the hammers his arch angels use or the ones who uses when his main one is stolen by the devil to bend people's lampposts or whatever. The celestial servants are a lot more careful about this one getting down into the mortal realm due to it causing problems a lot more longer lasting then most of the other divine weapons.

Beyond just being a strong magical hammer that channels the heat of the forge and the skill of the craftsman, the Forge-Lord's hammer can be used to imbue regular items with magical properties. This only works on metal (wood erupts on fire if struck with it, glass and shells too delicate, paper and leather burn up, even if you could find a use for a hammer when working with those) but can imbue metal items like weapons or armor with magical properties. Anything forged with this hammer counts as a +1 magic weapon with a hint of divine or holy energy within it; meaning these mass produced items clog up all the temples and churches, hence the celestial beings wanting a lot less of these floating around. Think about it, if you visited a temple in spirit form you'd want to see cool statues and murals not a million dime-a-dozen armor pieces some crafter made with a special hammer. Also the hammer can repair any item, even magic ones, in one turn of hammering and careful mending. There's no limit to these abilities, you just need the materials, time, and skill.

[13] Death Scarab – 4+2 HD Flying Scarab Automaton
Could have been invented by the God of Death or the God of the Desert Sun. Either way, this jet black scarab is mechanical and is large enough to fill the palm of your hand, but not too cumbersome despite its heavy size and heft. By flicking a switch that makes the wings pop open and throwing the scarab, it activates and becomes a robotic killing machine.

Death Scarab (4+2 HD, +4 AC, 2d6 grinding jaws, leap & glide, latch on is save to avoid)
Morale: N/A

Whenever the Death Scarab is released, it attacks whoever it is thrown at first. It will fly around the target and then attempt to latch on to them. You get a save to avoid being latched on, on failure the bug lands on you and starts to attack you- it never misses once it is latched on. Once the beetle is latched on you cannot get it off unless it is broken off (+1 magic blunt weapon or better) or someone with supernatural strength (+4) can pull it off your body. Every round it deals 2d6 damage with grinding, flesh-ripping jaws. The beetle can also jump about 20 ft in the air and glide around; not quite true flight but enough to cross great distances.

[14] Devil's Pitchfork – Xd6, +X to hit, Multi-Headed Spear
It is a well known fact that devils are servants of the Gods as much as angels are, their job is just a bit different. Stabbing people with this pitchfork deals damage based on the weight of their sins. The pitchfork has a number of heads on it according to the number of seven deadly sins the victim of the attack has committed without properly repenting of the sins at a temple or being forgiven by a high priest or the gods themselves.

The pitchfork gets +1 to hit per Seven Deadly Sin the target is guilty of. The pitchfork deals 1d6 damage per Seven Deadly Sin the target is guilty of.

Everyone also sees the pitchfork with a different number of heads, according to how many sins they are guilty of. Holy men and those who have a clean heart will see the pitchfork as just a harmless nub, and will take no damage from its attacks. The holder of the pitchfork will also see the number of heads as the number of sins they have committed, but how good or evil the holder is has no effect on the pitchfork's power.

[15] Angelic Bow – 1d10+1 Magic Bow
Bow made of white, heavenly wood and beautifully carved with a feather motif on both ends. The drawstring is made of holy silvered metal. It has an unlimited supply of magic arrows which appear from the air when pulled back- white arrows with finest feather fletchings and curved, hollow arrowheads. If you speak into the head of the arrow- you can make whoever is struck with it say aloud whatever you whispered into the magical arrowhead.

This bow is very strong- it's as a warbow. But the strength requirements are beyond mortal men, perhaps as a test to prevent those not of divine blood to be able to use it- for much the same reason, it also provides no bonus to hit- the user must possess the skill to make use of its power. You must have a Strength score of +3 to pull back the string, which takes one combat round + one round to fire. Those of +4 or higher Strength modifier can pull the string just fine. This restriction is waived for Fighters of name level, who can command weapons with their spirit.

Additionally, the weapon's arrows fly like the angels. Each arrow loosed can travel almost any distance, though its striking force and chance to hit is the same regardless of range. The arrow can be fired from in the sky to hit any place on the ground the flier can see; hence angels using these to make heretics confess to their sins or give good men the strength to speak out against evil- by shooting them with the arrows of the word. Angels and other divine beings know how to hit someone with an arrow where they will both not feel it and it will deal no damage, but mortals are too clumsy.

[16] Holy Manuscript – 1d4+1 Magic Book
This magical tome is a very holy book, imbued with the powers of the Gods themselves- thrice blessed from their very beings. Note that it's unusual to find Clerical magic in the Celestial Spheres- the power of a holy man is very specifically a piece of heaven dropped to earth. But in the Celestial Realms, the power of holy magic emanates from everything. This book acts a a locus then of holy energy, which radiates from it like a hot stone melting the ice of sin all around it if brought to any other realm.
This holy manuscript can appear as an old bible, a stone tablet of prayers, or an ancient scroll bound in seaweed- as long as it can store writing, the Manuscript can appear as it.

This holy book can blast holy energy at a target for 1d4+1 damage, which requires no attack roll. Obviously, those of divine nature are immune, as are Clerics.

The manuscript also grants its holder the full set of Cleric spells of a 9
th level Cleric- and that many casts per day. Every spell must be cast by opening the book and reading a prayer for a full round. It is also a holy symbol +3 and turns undead as though by a 12th level Cleric, if such a thing even exists in your game. Just assume it turns everything except the Devil himself, basically. The Domain of the Cleric spells is random, but based on whatever the holy book is about. The full accounts of a Sea God's great journey across the ocean, the private diary of the Goddess of Love, or the lists of laws and tax codes for the God of Order could also be picked up and used as holy manuscripts with these same powers and abilities; if you managed to get them.

[17] Ice Baton – 1d4+1, +1 to hit
It looks like a magical ice dildo. Fattened on both ends, the rod is cold to the touch and difficult to use for creatures who aren't immune to normal cold; a celestial entity or an ice-monster could use this, but a mortal could also hold it with fur lined gloves. The air sounds like its cracking whenever you swing it.

The Ice Baton deals cold damage- chilling whatever it strikes to the bone. In addition to dealing 1d4+1 damage from the hit itself, the target must save or have their blood become as slush. In this state, they can only act once every other turn, enemies get advantage to hit them, and take 1d6 cold damage per round. If struck again in this chilled state; save or their blood freezes, and they cannot move at all and become paralyzed with cold and helpless. Any solid blow with a weapon will shatter them and kill them instantly. Being chilled and frozen in this way can be healed by warming them with the touch of a divine being, drinking a potion of liquid fire, or with pure sunlight. Normal fire lacks the spiritual authority to chill the ice that has grown around them.

The Ice Baton also contains useful ice magic- it can be used to freeze a path on a body of water, extinguish fires, chill drinks, or create a magical 'dead zone' in a blizzard or snowstorm. These magical batons are sometimes given to the guardians of the winters- who coat the world in their blankets of snow to change the seasons. Only a truly master pickpocket could steal one out of their all white coats made of eternal heavenly snow.

[18] Sons of Fortune – Varies
These are magical coins. The God of Merchants, Mercenaries, Exploration, and Manifest Destiny are the creators of these items. Every coin has the face of a grinning solider on one side, and a symbol representing the divine vault of heavenly splendors. They are simply highly valued pure coins if not active; each one is worth about double whatever a normal coin of its type is. Within any given box of these coins, you will find 3d10 Copper, 2d8 Silver, and 2d4 Gold.

These coins are used by placing them in the ground, where they will instantly sprout up as fully grown warriors. The warriors are adorned with armor and weapons made of metal that match their coin, though the metals that they actually use are divine in nature and are considered armed with magic weapons and protected by magic armor. The soldiers rise up and will defend their creator to the death with absolute loyalty. They will fight anything that their creator demands once they have been made, and will then disband once all the fighting in the area has ceased and disappear with a salute. The coins do not return to the box unless they were unable to defeat the opponent (such as the enemy ran away). They coins are also lost if they are killed; their gear and corpses remain however, so one could get some very useful magical items out of their bodies. Also; the warriors are born fully equipped, but what they bring out is based on what is needed; they will either bring out melee weapons and shields in a close range scrap, OR ranged weapons if they are to act as scouting or support forces. Each rank of coin has a different possible loadout.

The Copper coins create Copperish warriors. They appear like rank and file infantry, usually armed with spears or axes and large shields with minimal armor OR with bows. Their weapons are magic at +1 to hit and damage, and they have 14 AC. They die in one hit.

The Silver coins create Silverish warriors. They appear like lieutenants and centurions; ornate armor and with some leadership ability. Usually they wield swords and shields, a single long glaive polearm OR with crossbows. Their weapons are magic at +2 to hit and damage, and they have 16 AC. They die in one hit by a powerful weapon, but two with regular weapons.

The Gold coins create Goldish warriors. They appear as mighty heroes or kings, often adorned with crowns melded into their gilded armor. They can appear with almost any weapon- usually exotic to best meet the situation like a chain-claw and dagger to fight a shield wielding opponent, or with a boomerang to fight a flier and so on. Their favored implement is a golden greatsword. Their weapons are magic at +3 to hit and damage, they have 18 AC, and they die only with three powerful hits and ignore all weaker damage.

[19] Brazen Bracelet – 2d8, +4 to hit
These dangerous flames are kept in reserve for when the Gods need to destroy the world and start back over. After a few eons of burning without fuel and getting colder (still insanely hot for mortals) sometimes bits of these fires are sliced off and carefully placed in the Celestial Armoury for use by the servants of the Gods. They are then stored within a divine brass bracelet. Each bead has a tiny flame, brightly burning inside which is dulled by the metal orbs within. If you are wearing this bracelet on an arm, you can channel the fire as a flame attack; which deals 2d8 damage and has a +4 to hit, but can only strike targets in a close to melee range; about the length of a spear.

Every time the Brazen Bracelet is used, it spurts out a supernaturally hot and powerful fire, which dies quickly without divine material to feed its flame. Because the flame appears almost instantly, it is very hard to dodge or block and has a to hit bonus of +4. It is still very powerful even for how short it lasts; the hot fire looks orange and red which highlights of bright yellow wisps- appearing much more colorful and lively then mortal fires. Each time the Bracelet is used, keep track and mark a use. The beads are numbered 9, 13, or 17 depending on their size and level of power in the Celestial Armory. Once the number of uses reaches the number of beads, reduce the damage to 1d8. Once the number of uses reaches the number of beads x2, it dies out and cannot be used again.

The only way to recharge the bracelet is to let it simmer in fire. Mortal fires take 1d6 years to reduce the number of uses by just one. Supernatural or alchemical furnaces can manage one per season; but only a divine fire where the beads were forged can recharge it with speed.

[20] Thunder Thimbles – 3d4, +1 to hit, Stun power
These are metal nail-guards, enchanted with the magic of the skies and created from holy fulgurite. They look like rough metallic clumps twisted into shape, but are somehow still beautiful and delicate all the same. They attack by scratching in close range, and can be heard whining a low hum whenever they are ready to strike- they are super charged with electrical energy, straight from the thunderbolt of the Gods.

Whenever these Thunder Thimbles hit a foe, it deals 3d4 damage. For each '4' rolled on the damage dice, the enemy is shocked by electricity and stunned for one round. These stack, and can only be ended prematurely by enemies with a special technique, immunity to electricity or paralysis, or those who have a large metal object nearby to ground the lightning. This means the safest armor to wear against these weapons is actual heavy metal- those wearing a full suit of plate are only stunned a maximum of 1 round on a hit. If you are standing on a metal floor, or are wading through a pile of dead knights in armor, then the electricity merely does its damage as it passes through you and doesn't continually shock you which causes the stun.

The Thunder Thimbles have a final power- they can be snapped to create a thunderclap. This thunderclap is incredibly loud and can shatter glass. It also surprises anyone who can hear it- they lose combat initiative and are surprised from it. Also, anyone caught in the blast is deafened for 1d6 turns and cannot hear spell incantations or orders.

Breaking a Thunder Thimble doesn't lower the power of the rest, each set of them is 3 or 4 finger guards. Breaking one means the others still have their electricity, you just lose the item if the final one is broken.

Saturday, February 10, 2018

Angels & Demons

Why rewrite your stat blocks for every type of angel and demon? Instead, let's just write up two creatures and let the HD denote their powers instead.

Angels (HD X, can transform into creatures with HD = X-1 or less, protects number of noncombatants equal to X from harm, can reflect damage equal to X, appears as pure white animals and creatures)

Angels are the protectors of good and the innocent, and never appear in the mortal realm as their “true” form. Instead, angels take the form of pure white animals and other creatures, with all their abilities. They can also take human form, but only do so in times of great strife. The maximum HD of a creature an Angel can turn into is equal to their HD -1.

Simple HD 1 angels can only transform into HD 0 things like a white mouse, white dragonflies, or a cute snow bunny. HD 2 Angels could turn into an HD 1 white cat or dog, or perhaps a human child. HD 3 Angels could turn into a white wolf HD 2, or perhaps a great white stag, and so on. White tigers and elephants could be used as combat forms, but some angels prefer to stay as a dove or swan and use their powers instead of fighting directly. Extremely powerful Archangels could turn into a holy white dragon, with all of its fury and strength.

Angels can protect nearby people from harm, usually children or innocent bystanders. The protection can be subtle or obvious. For example, an HD 6 Angel could guide a small group of people through an orc army- the orcs would simply ignore them. This protection could also appear as a glowing shield, such as to protect people from a dragon's fire. Angels can also cast Cleric or Sage spells at a character level equal to their HD.

Angels prefer not to attack unless in a combat form. If in a harmless or invisible “spirit” form, angels can instead reflect damage back to black hearted people instead. This reflection also stops the damage in the first place; so a 2 HD angel could turn back a glancing 2 damage arrow. If the amount of damage is over the amount of HD the angel possesses, then they cannot reflect the damage.

Demons (HD X, +X to hit and AC, horrifying visage grants -1/2 of X to morale checks against it, can grant infernal boons at one time equal to its HD, teaches rites equal to HD)

Demons are the evilest creatures in existence, unlike the peaceful dead or guardians of the underworld, demons have no respect for the natural order and simply wish the destruction of everything good, innocent, and pure. Once brought into the world, demons will not willingly leave it and have a single horrifying form that is usually something twisted and toxic. Most demons appear as things like skinless dogs that walk on two legs, or obese black-skinned men that walk on all fours, and so on.

Demons are extremely strong fighters, and their horrible fury and demonic aura strikes fear into the hearts of mortals. Demons get +1 to hit and AC per HD from their extreme physical toughness and infernal strength. When first summoned Demons could also exchange some of their HD combat bonuses for special abilities, with a minor ability costing 1 HD and a major ability costing 2 HD. For example, a 4 HD demon may only have +2 to hit/AC but can fly, or 3 HD demon could have +2 to hit/AC but take half damage from frost, etc. Additionally, half of their HD is applied as a negative to all morale checks rolled by hirelings and soldiers that fight it.

Demons grant dark powers to its followers and cult. For this, they can give out boons equal to HD Each point of a boon is roughly equal to +1 to a stat modifier or mimics the effect of a first level buffing spell with an unlimited duration. Every Demon also has a glowing sigil always on or above them unless they are hiding their identity. This sigil is a bit like their name, and cultists must brand themselves with a demon's sigil or use items engraved or painted with the sigil in order to gain a demon's pact and their boons.

Demons also teach the evil rites of their kind to mortals; including blood magic. Most of these rites are things like evil satanic chants and new methods to torture and kill innocent virgin girls, usually to summon more demons into the world. Rites also include new evil ritual magic spells, such as how to permanently sicken a well or make all the goats on your rival's farm lactate blood instead of milk and so on. Each demon knows a number of these rites equal to their HD, and learning a total of 13 new rites will boost a cultist's blood magic skill by one, or caster level by one for dark spells depending on your system of choice.