D.M. Cornish's Monster Blood Tattoo [Archive] - Wizards Community

Post/Author/DateTimePost
ArgulFraster

07-11-07, 07:10 PM
I've been reading and re-reading the saga of the Half-Continent for a while and I think that it would make an excellent campaign setting. The various classes would be modified, however, to fit the settings:

Spellcasters: (such as they aren't) are limited to the lightning-using fulgars, part of a class of surgically-altered monster-hunters called lahzars. At low levels they use a fulgaris (like a long (fuse) or short (stage) quarterstaff with copper wire wound around it and with copper tips on both ends) to inflict electrical damage; but at higher levels they can invoke and fire lightning. Also among their powers is the skill to create an aura of electricity (resisting) that will discharge into anyone who touches them, and impelling (direct-contact control, requires great skill and energy). They can also pulse electricity through themselves (vacillating) to protect from the abilities of a Wit or the fear-like threwd.
Fulgars, like other lahzars, must imbibe a "treacle" whose creation involves several deadly poisons, it is presumably some sort of anti-rejection drug for their implanted organs.

Psions: We got only one here; the Wits. Wits can, in the words of Rossamund:
...twist and squash minds, and could sense where monsters and even people were hiding. This is known as sending, and can detect all sources of electricity around them, be it a person, monster or even a biologue (living machine) like a gastrine It takes skill for them to discern what exactly they're noticing. Low-skilled wits' sending can be quite easily noticed (it causes a momentary nausea, more noticiable on the travel-sick or infirm)
"Scathing" or "Striving": This is the Wit's primary battle skill-a raw blast of power that tortures the mind. More skilled wits can lay out an entire room of foes or kill with a glance.
Writhing: A fairly high-level effect; causes the target to momentarily lose control of their faculties, be it sight, hearing, or bodily movement. It can also cause pain of an intense degree.
Faking: Extremely difficult; allows the wit to cause hallucinations, be they auditory or otherwise.
Wits however are subject to constant pain from the implants that give them their powers. Much like Fulgars they must imbibe a chemical "treacle," presumably an anti-rejection medication.

Skolds are bit more proletarian. They're basically battle alchemists, using slings or special pistols to fire their mixtures. Skold-pistols are called "fustibals" or salt-cellars. Presumably Skolds will need a high rank in the Knowledge-Alchemy skill-10 to 15, if not 20 right-off-the-bat.

Is there anyone else interested?