Based of the Whalers and void powers from the dishonored series, this class is a supernatural rogue and assassin. They get their powers from the magical blood of the creatures found in the deep sea, powering the entire economy of the northern coast this glowing blood holds a massive amount of power for those who can retrieve it.
The Void Sea to the north of Neria is considered a place that can never be passed, a seemingly endless ocean where vast creatures destroy anything that sails the seas. That is except for the Levithan Hunters, sometimes called Whalers. These brave individuals sail in vast boats forged from steel and hunt the vast creatures, dragging their corpses back to the shore. The Hunters themselves are feared and respected by many, both because off their skill and the odd powers their exposure to the creatures gives them.
A hunter can be recognized by the tattoo's covering their arms, each glowing with the blood of a leviathan. This blood gives them strange powers, ones often inexplicable to the mages who attempt to study them. Some hunters go further still, ridges on their tattoo's showing where they've placed the bone of a Levithan they've slain. Though seen rarely outside of Grine, where the factories harvest the bodies of these beasts, some hunters travel in land, seeking other signs of the void and other hidden creatures to slay.
A Whaler vessel, the iron body being one of the few things able to survive the onslaught of a Levithan (source: Dishonored: The Dunwall Archives) |
Levithan Hunter
Starting Equipment: Heavy leather coat (light armor), A shortblade (light melee weapon), A pistol or hand crossbow (Hand Weapons), A mysterious gift from a god of the void.
Background Question: What drove you to the sea?
XP Trigger: Find occult shrines and secrets.
Expert: Pushing yourself only costs 1 stamina.
Stamina: 6
A: | Voidborne Power (2), Bone Charms |
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B: | Runes, +1 VD, +1 Power |
C: | +1 VD, +1 Power or Rune |
D: | +1 VD, +2 Powers and/or Runes |
A: Voidborne Powers
The blood of leviathans has mystical powers, the hunters who survive are given tattoo's from their kills. Grating them unique powers. Select 2 powers to begin with.
You have 3 void dice (VD) that you can expend to active a power. At the end of each round of combat you regain 1 void dice. You gain 1 additional void dice with each template.
Powers:
Blink: You may instantly move [dice] ranges without provoking attacks of opportunity. This movement can occur in any direction and can end in mid-air. You do physically move this distance and so solid objects and hazards may obstruct you.
Dark Vision: You may see in perfect darkness for the scene however you cannot see color. If 2 [dice] are invested you may see living beings even through walls. If 3 [dice] are invested you may see magic and magical materials.
Pull: You may pull small objects of [dice] encumbrance to you. You can pull near characters of less than [dice] HD 1 range closer to you.
Wind Blast: You can call on the screeching winds of the void and push [dice] close creatures back a range. If they collide with any solid objects, not including the floor, they take [sum] damage. Certain creatures may be able to resist or save against this.
Swarm: You call upon a swarm of void creatures that have the appearance of vermin. This swarm has they has [sum] HP can attack with [dice]d to hit and deal damage equal to a third their remaining hp d4s. They will follow some commands but they hunger for flesh.
Possession: You leap into the body of an animal with less than [dice] HD and can control their actions.
Domino: You bind [dice] characters together and whatever effects one, such as attacks or spells, will also effect the other identically.
Doppelganger: You summon [dice] illusionary duplicates, you can control both as if they were you and only reveal which one is real when you wish to physically interact with the world or would take damage.
Bend Time: You may take 1 additional action for [dice] turns.
A: Bone Charms
You can use the bones of the void creatures you have slain to craft minor magical artefacts. You can maintain 2+[template] bone charms at once. You may take apart and assemble new charms when you take downtime.
Shadowkill: When you kill an enemy you may chose to instantly reduce their body to smoke.
Beast Whispers: Vermin and creatures near to the void can speak to you.
Apprentice: By granting this charm to another and expending a void dice as long as they hold it you may allow them to use one of your powers with 1 VD.
Fading Light: You regain a VD when you kill a character.
Fragments of Elmira: A womans voice whispers to you, it can guide you toawrds places where silver can be found.
Song of Inspiration: This charms sings quietly, the words can be made out to reroll a dice check once per session.
Bloodlust: When blood is shed you gain +2 stamina on top of your normal stamina this expires when you end combat.
Yearning of the Leviathan: Calls to creatures of the sea, allows the user to breath underwater.
Silence: Absorbs sound around the holder, you may reroll 1s on attempts to hide or sneak.
B: Runes
Runes carved from bone like a charm and embedded under the skin enhance the powers of the void. You may select one of these runes to enhance an existing power when you gain this ability and may choose to gain a power or rune for each template you gain
(Blink) Translocation: Blink now transports you through the void, you no longer pass through the physical world and teleport to the target location. You can only transpose to locations you can see or know well.
(Darkvision) Void Gaze: You can see magical materials and spell when using dark-vision. Void entities and artifacts can be sensed from miles away.
(Windblast) Shockwave: Windblast also effects all engaged characters.
(Possession) Human Possession: You may posses human characters, however your control is poor, you may not speak and will appear inebriated to others. Worthy characters may be able to save to resist this.
(Doppelganger) Deadly Shade: Your doppelgangers may make 1 attack each as if they were you without revealing themselves.
(Doppelganger/Blink) Transposition: When you blink you may switch places with any of your duplicates.
(Slow Time) Stop Time: When you use slow time time completely stops for you, You may make an additional attack action on your turn and your movement can no longer be seen, only the effects of your actions.
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