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| #1AegeriDec 11, 2010 6:25:35 | One of the things I am finding a bit frustrating is that while some aberrant marked individuals are described - I have very little idea what they can actually accomplish. My current campaign has a person who can strongly control weather and another who can command monstrous vermin to their whim - but I'm never sure if these are actually within their capabilities. There doesn't really seem to be a good description anywhere in the ECG as to the potential threat aberrant marks might pose to the stability of Khorvaire (or just in general). I have my plot pretty thought out and written though, but it would have ben nice to get some examples somewhere (except a footnote in a history section). I take it I will just need to buy the 3.5 Dragonmark book? |
| #2hanzo187Dec 11, 2010 7:47:13 | Well, what is known is that aberrant marks are on the rise, but the fact of the matter remains that those who manifest such marks usually control powers considered destructive or sinister. Their marks have the potential to cause a lot of damage, which is atypical of true marks as most of them don't contain destructive abilities. Everyone reacts to them with fear at best and hatred at worst, so those with aberrant marks will have a hard life. I'm guessing you're planning on including House Tarkanan in some way? |
| #3HellcowDec 11, 2010 11:12:02 | Hanzo is on the right track. For centuries, aberrant marks have been along the lines given in the 3.5 ECS... charm person, burning hands, inflict minor wounds. These are examples of active, useful powers; you might also have someone who sours liquids by being around them, or creates unpleasant odors... something disturbing, but hardly a threat to life and limb. As a result, people have negative superstitions about aberrant marks, but haven't really worried about them for a long time. In the past, there were marks that were far, far more powerful. Halas Tarkanan could create an earthquake mighty enough to destroy a city. The Lady of the Plague could lay a curse on a city that has lasted over a thousand years. The Drambreaker could drive you mad with a glance. Essentially, in the past you had aberrant marks with power equal to or greater than Siberys Dragonmarks... Khyber Marks if you will. From a story perspective, it has been suggested that marks with this level of power are begining to emerge again. However, rules have always been vague. Dragonmarked included rules for a few more powerful marks, but nothing on the level of Tarkanan's mark. Essentially, that's something that's intended as a plot device. I'll note also that the Aberrants of the War of the Mark had dragonshard focus items just like the modern houses; an example of this is the Delrium Stone of the Dreambreaker (as seen in the adventure of the same name), which allows him a wide range of at-will abilities. The 4E books include a handful of feats for Aberrant Marks, but like the other 4E dragonmark feats, these are power modifiers as opposed to powers. So what are the powers of the marks? There's a few ways to handle this. Class Powers. One of the things I advise for 4E Dragonmarks - Aberrant or otherwise - is to consider them the source of class abilities. For example, an Infernal Warlock could simply be deriving his powers from his Aberrant Mark as opposed to a pact with an infernal entity. The effect is the same - he drains people's life-force, flings fire, etc - but the explanation is that these are the powers of his mark. It's starting small, but by the time he reaches epic tier he's rivalling Tarkanan. In this case, cosmetically I would have the mark physically grow with the character's level. Rituals. Provided you could find rituals that were suitable - or make up new ones - you could have an aberrant mark grant access to rituals. This is likely how I'd handle something like Halas Tarkanan's destroy-a-city power. In combat, he could cause localized disasters... to bring the city down, he might have to build up power for ten minutes. Spellscars. You could certainly use the 4E FR Spellscar system as the basis for mark powers. NPCs are Wild. NPCs can do whatever you want them to do - so when dealing with Aberrant PCs, decide what you want them to do and let them go crazy. Tied to that last point, in THEORY, the central difference between aberrant marks and "true" dragonmarks is that pure marks are constructive while aberrant marks are destructive. This is a broad assertion that doesn't always hold true; a few of the "positive" marks have destructive applications. But overall pure marks are things like healing, making, moving, warding... while aberrant marks are coercion, madness, destruction, etc. Aberrant marks may have positive effects with a negative side; for example, the 4E Tarkanan NPC has a teleportation ability, but it functions like Otherwind Stride in that it harms everyone around the teleporter's space; likewise, The Son of Khyber has a character whose mark grants him the power of regeneration, but when he regenerates, he regrows body parts of different creatures (like an ongoing, random reincarnation). So aberrant marks are either dangerous or disturbing... something likely to frighten people. The flavor is also that many aberrant marks have a negative effect on the bearer - either physical (Filleon's wasted arm in The Son of Khyber) or mental. This is something that could be reflected with a fumble effect - the mark does something bad to the user if he rolls a one. I don't know if that's at all useful, but there you go. If you haven't read it, The Son of Khyber is all about House Tarkanan, and introduces an assortment of aberrant characters. |
| #4AegeriDec 11, 2010 17:38:07 | Those were some useful ideas. Of course my aberrantly marked people are actually warped abominations created by an eldritch machine in the middle of the mournland (in a converted former and semi-working creation forge). I've sort of used them as either half-crazy (from what they've been subjected to, which includes various forms of extreme magical torture) or completely unable to control their new powers. They're so powerful because they are more or less being created at an immensely powerful height: Hence ones complete control over giant insects and other vermin almost as if it was second nature to her. I was more wondering if there was an actual limit to the sort of power they can pick up. I picked aberrant marks because they felt like something that could easily gel together a 1-30 theme. House Tarkanan would of course not fail to notice these people and want to "aid" them. Edit: I've also never been worried about letting NPCs do whatever they feel like. It was more about what kind of powers aberrant marked doods should have as a major threat. This isn't really described anywhere except in the distant past. |
| #5HellcowDec 11, 2010 22:00:51 | It was more about what kind of powers aberrant marked doods should have as a major threat. This isn't really described anywhere except in the distant past. That's because in the present day, aberrant marks don't have the kind of power that they had in the past. The returning power of aberrant marks is a theme DMs can choose to explore, but by default there aren't people in the present day with the power of Halas Tarkanan or the Lady of the Plague. The one canon exception to this rule is the Son of Khyber, who is intentionally left blank so you can decide what he does. One possibility is presented in my novel... Show In The Son of Khyber, he has the power to absorb spirits. This includes the ability to kill people by literally sucking the life out of them, but if he absorbs a powerful spirit - such as an angel or rakshasa - he also gains a measure of that spirit's power. This measures as "destructive" as opposed to "defensive" because it is an aggressive act that kills mortal creatures. |
| #6AegeriDec 12, 2010 7:28:32 | That is good then, so my woman who can control giant spiders, a dood who makes the weather go bananas (massive snowfall basically) and someone whose very presence causes immense hate/rage in others* would all be things aberrant marked individuals were capable of. All of your ideas are really good though and while I wasn't worried about just making them do whatever was needed, it's nice to see the lore does support them doing this. Their sudden power of course is a direct result of the eldritch machine used to create them. Circle Dragons really shouldn't be messing with forces of the prophecy they don't understand :P *That he unwillingly or willingly uses for his own benefit: Haven't decided yet. |
| #7AvonRekaesDec 12, 2010 20:13:30 | You're definately on the right track Aegeri, but I'd just have one suggestion. Your dude who can control weather sounds a lot like the Mark of Storm. The Mark of Storm is kinda a funny case. As Keith mentioned, the divide between true and abberant mark usually runs "constructive/destructive", but the Mark of Storm in Siberys form is capable of generating Storms of Vengeance. Basically, calling down thunder and lightning and freezing rain to destroy your enemies. I'd color the weather-control guy's storms to be freak-weather. Like, flaming hail, or torrential downpours of blood. Or frogs. You know, something weather-related, but more disturbing than regular snow or lightning. This would help differentiate him from a Lyrandar heir with the Mark of Storm. |
| #8AegeriDec 13, 2010 0:00:57 | erdana,Arial,Helvetica,sans-serif">Actually the guy with the power over weather has absolutely zero control over it. He more or less snap freezes anyone dumb enough to try to get within 100 feet of him and is currently a walking disaster zone. He is not actively evil though, as I mentioned he has literally no control over his own powers and doesn't know what is happening to him. Unfortunately, his presence has unleased a bound daemon called a Wendigo (whom I've taken more inspired by indian mythology), which has rallied local primal Yeti (who ordinarily avoid people) to its homicidal ends. His presence simply coincidentally causes the Wendigo to emerge, as he causes temperatues to plummet considerably and this breaks it out of its bindings. The Yeti think the Wendigo is some kind of god, so follow it out of a combination of pure terror and blind devotion. I think overall he is pretty destructive, given the whole snap freezing quality of his mark and that he literally destroys everything living around him (that isn't a cold type monster anyway). He's there as more of a moral dilemma for the players. He's not in any manner actively evil or destructive - his presence just causes things to die due to his utter lack of control over his mark. It's entirely up to them how to solve this and there are numerous options available. I will be curious to see if they just murder him outright though. |
| #9PJammaGodDec 13, 2010 2:42:13 | If you're looking for crunch mechanics behind Aberrant Marks rather than fluff, mayhap you should pass your eyes over Psionic Power, specifically the section on Bloodlines (pg 127). Take a look over the Foulborn and you've got an interesting baseline for expanding on Aberrant Marks. Just a little bit of reflavouring and you've got some funky abilities that tie in well with the powers of madness and destruction that often go hand-in-hand with Aberrant Marks. Oh and expect the worst of your players Aegeri, if there is an option to kill they'll probably take it . |
| #10AegeriDec 13, 2010 20:08:57 | Actually I am quite pleased (as the DM) of how many ways they have of solving that situation. They need not even bother killing the Wendigo - albeit he remains in the hills as a constant threat and come the next winter on Khorvaire... |
| #11AvonRekaesDec 13, 2010 23:19:20 | Yeah that snap-freeze and attracting winter demons thing sounds awesome. You've pretty much got all this down pat. |
| #12opsktJan 03, 2011 22:27:14 | I do things like so for my Eberron game, feel free to mine it for ideas. For true marks, their power lies in the useful, constructive applications, as said. I allow the mark based rituals of 10 minutes or less casting time to be done without components by spending a healing surge. Ones over 10 minutes can be done once a day by spending 2 healing surges, without components. (This also explains why there is a non-mark version of each ritual effect, they developed them to avoid being tired out by their job, so to speak) For NPCs, I simply give them Con Mod+1 healing surges to power Rituals. Aberrant Marks, however, can learn related rituals to their marks (I have my own list of what rituals go with each of the three versions in case a player decides to manifest one, i'd make your own based upon your story needs), and perform them in much the same way, but they use other peoples' healing surges to do it. What does that mean with a world where only a chosen few people actually have healing surges? Well, they die as the Aberrant Mark rips out their soul to power the ritual. Also, as pointed out, the powers the NPC has can be flavored to come form their mark rather than their class or template. It works quite well. The cursed Guardian Template (DMG2, pg 126) is really good for a Mark of Madness, for example. |
| #13naturaxJan 14, 2011 14:40:06 | I'm going to use a plot device aberrant character that is able to permanently remove true dragonmarks. |
| #14rekkoJan 21, 2011 6:18:09 | I'm going to use a plot device aberrant character that is able to permanently remove true dragonmarks. That ! That is neat ! I'd go further with it. Lock him up in Dreadhold. This Aberrant is too dangerous to let loose, and yet, he has other powers that prevent any Dragonmarked House to kill him. Maybe after 'erasing' a mark, he has better knowledge of the Prophecy, maybe he can emulate the mark's power (like X-men Rogue), maybe he also has the power to give out dragonmarks true and aberrant, maybe his imprisonment was plotted by Vol who want to use him as a component in a ritual that would reactivate her mark (but the other components aren't assembled and the ritual needs further studying) Tarkanan would probably want to prison break him, but what else could be set free at the same time? Rekko |
| #15Madfox11Jan 21, 2011 13:17:50 | Personally I would be more curious about how the Chamber and the Lords of Dust would react. Here is somebody who can litterally erase the Prophecy? What would that mean to their view on the world? Would Khorvaire's central in the Prophecy be removed if all dragonmarks are removed? I certainly wouldn't want to be the person with that mark ;) |