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- January 13, 2014 at 1:38 pm #150557AnonymousInactive
Hello gentlemen,
Since everyone appears to have signed off on stating the following group for a future adventure, here’s what I need.
The Breath of Natüs (na-toos) is an assassin cult of Neroth. It’s an ancient order that considers assassinations sacred and is used by Neroth to measure the worthiness of the assassin to receive his gift of “life beyond life”, i.e. undeath.
The order has two main circles, the live circle, where the assassins of varying degrees are still breathing and kicking and the inner circle made up of those who have received the Neroth’s gift and have become undead (still kicking, but not breathing).
So, what’s needed are two types of Stat blocks, one for each circle.
I would prefer to have these written up as if they were for players, i.e. Paths, Talents, etc as Chronicler’s may want to make their own, but I also need Stat blocks for a Tier II adventure.
Here are a few details that are must haves:
Membership is open to only humans and the val’Mordane.
Weapon of Choice: A curved dagger for slitting throats and some sort of short sword (but not gladius, as this group comes from a city far to the west known as Ahkala (ah-KA’-la), and ruled by the Tyrant, Natüs).
Specific powers of the undead assassin’s:
1. The Breath of Natüs – they are able to become a fetid, foul-smelling wind and reform (basically gaseous form). This makes them VERY difficult to kill as they can become incorporeal and escape if necessary, so this ability should not take too long to trigger.
2. Chilling Touch – the Touch of Natüs should be able to kill minions and Common foes and injure the heroes. Think of it as a Death Touch that bursts the cell membranes where it comes in contact and spreads the longer contact is maintained. Another option would be to make the touch paralytic.
3. The Gaze of Natüs – not really usable against Heroes, but I am planning to use this in the story, where a minion or common level character who meets their gaze is haunted by it and the memory of that face keeps coming back to their mind, driving them insane and eventually killing them. (yes, I want them to be so frightening that the memory of them can kill).
4. Lastly, some Fear affect would probably be appropriate.
Thoughts?
January 13, 2014 at 2:57 pm #255173AnonymousInactiveBefore a creation frenzy begins and we duplicate effort, let’s break tis down:
I will write the Path mechanics and the Gaze of Natus….which I think should be the fear effect (Tiered Talent or something to that effect). These guys definitely sound likee non-casters. So, the r abilities should be Limited Talents for the Path.
Henry, do you see this as a 2 or 3 Tier Path? I am thinking 3. This sounds like something that would be a very specific character build.
The curved dagger is good, but there is already an assassin cult of Caimeth that uses one already. Are you ok with them both using it, or should we look at something else?
January 13, 2014 at 3:10 pm #255174AnonymousInactiveIf we do a 3 Tier Path, then the last tier should be the undead tier.
ie: Path 1 (Initiate), weapon training with the knife (if it isn’t a standard weapon) and the Gaze
Path 2 (Brother), Breath (one tier) and Murderous Precision-equivalent talent
Path 2 (Master), Neroth’s Final Blessing (making them undead) and maybe another level of the Breath?For prereqs, I’m assuming Assassin and possibly Templar or Holy Champion of Neroth? Knowledge Religion and Stealth for skills to learn?
This is more of a fluff thing, but since this is an assassin order, do you want any comparisons to the Ismailis groups (the Persian/Arabic Ḥashshāshīn group)? From our end it would mostly be in the names of the levels instead of initiate, brother, etc.
Additionally: Types of knives:
http://en.wikipedia.org/wiki/Kirpan
http://en.wikipedia.org/wiki/Kukri
http://en.wikipedia.org/wiki/JanbiyaJanuary 13, 2014 at 4:55 pm #255184drafitParticipantHello,
A curved knife is pretty basic and common in the real world, so I think we’re fine on that.
I think a three Tier system would be best, but I think some of the abilities that Cody has listed shouldn’t be attributed to the “live” version.
So you’re basically alive in Tier one and two, meaning that you should be skilled with the dagger and blade, but have none of the “undead” abilities like the gaze, touch, etc. and definitly not the breath (where you turn into a cloud.
I would prefer not to use the ismallis as a template. I don’t envision them working or behaving the same way.
The only concern I have with this is that using Cody’s template below, the Undead assassins would be Tier 5, I think or maybe 4 if they start as assassins. I was hoping for the Tier 2 Heroes to square off against one of these things.
From what I was picturing in my mind, the Tier 1 are minion or common level assassins (Initiates), Tier 2 would be competant assassins and Tier 3 would be the undead guys.
Is there a way to make this happen, while still making them a feared group/threat?
January 13, 2014 at 6:22 pm #255185AnonymousInactiveHello,
A curved knife is pretty basic and common in the real world, so I think we’re fine on that.
Just giving options. The Shortsword would probably be more of an issue, but we could still have it FUNCTIONALLY a shortsword but call it a Xiphos or whatever more culturally appropriate blade to the Order (ie: if not Roman/Coryani, we could aim for Greek or even ancient Germanic like the Seax knife).
I think a three Tier system would be best, but I think some of the abilities that Cody has listed shouldn’t be attributed to the “live” version.
So you’re basically alive in Tier one and two, meaning that you should be skilled with the dagger and blade, but have none of the “undead” abilities like the gaze, touch, etc. and definitly not the breath (where you turn into a cloud.
My only issue with this is giving the undead template TOO early. After all, the val’Mordane get it Tier V, and if it is open to them it basically gives 1) a useless bloodline talent, and 2) why would others get it earlier? From what I was trying to suggest would be similar to:
Tier 1 – Assassin (first path)
Tier 2 – Assassin (2nd Path)
Tier 3 – Breath of Natus (1st)
Tier 4 – Breath of Natus (2nd)
Tier 5 – Undead Breath of Natus.That being said, I’m open to anything.
I would prefer not to use the ismallis as a template. I don’t envision them working or behaving the same way.
Okie. I was more going to what kind of culture we should be envisioning as a real-world equivalent. I know that Natus is a Latin word, suggesting High Coryani, but I wanted to be sure.
The only concern I have with this is that using Cody’s template below, the Undead assassins would be Tier 5, I think or maybe 4 if they start as assassins. I was hoping for the Tier 2 Heroes to square off against one of these things.
From what I was picturing in my mind, the Tier 1 are minion or common level assassins (Initiates), Tier 2 would be competant assassins and Tier 3 would be the undead guys.
Is there a way to make this happen, while still making them a feared group/threat?
In terms of making the threat, as long as you don’t put Tiered requirements on some of the talents you should be fine giving Tier II threats whatever spells and abilities you want. Want a Tier II Undead Nerothian Assassin, even if the Hero path needs Tier V? Why not? Hell, we’ve seen Tier II and III spells show up on Tier I threats before (I recall the Azyrs? from Born of the Fires of Hell having a spell out-of-tier). The only issue comes when you start adding Tiered talents (ie: Leadership), but you can hand wave those away for stat-blocks.
January 13, 2014 at 6:25 pm #255186AnonymousInactiveBased on what you’re describing Henry, I’d look at it as follows:
Breath of Natüs – 2 Tier
1st Tier – Requirements: Path: Assassin (so T2 at the earliest) – “Live” Assassins
2nd Tier – Requirement: 1st Tier (so as early as T3)So T1 are base level assassins and your “Minion” level
T2 are the skilled circle – true initiates of the Path and on their way
T3 are your inner circle, the Undead AssassinsAs an alternative we could put a set of requirements for the first Tier of the Breath of Natüs that are met by requirements and talents gained by the Assassin. This would provide some extra flexibility for builds rather than the Assassin path being the required gate to pass through.
For abilities within the Live level, would you want a lesser version of the Chill Touch ability for the living folks, a blessing of Neroth or perhaps a martial maneuver.
Based on what you’ve described I’d probably make two tiered Talents. One being Fear (targeted Horror Check) granted at Undead level of the Path, with the Gaze of Natüs being the next Tier and accessible effectively at T4 or higher.
Likewise with the Breath effect if you put the Chill Touch as the Undead level and the gaseous form effect as the next tier up, it saves that for T4 or above. If you put a Live level of the Chill Touch, we’d simply add a requirement for T2 or note that the Talent is still Limited until unlocked at the 2nd Tier (Undead).
With a sweep of his hat,
Paul
January 13, 2014 at 7:46 pm #255187drafitParticipantCody,
I think you’re reading to much subtext into the name. I was not referring to the latin word, but rather something I thought I was creating whole cloth.
Regardless, let’s try to dispense with real world analogues whenever possible. Not everything has to be a cpy of something else… (i know, I know..Coryan, but Rome is a guilty pleasure of mine!)
Alright, maybe we’re going about this the wrong way –
First, I supose an additional requirement of being from the Tyrant’s city of Ahkala can be added to remove any chance of players assuming they can play one of these guys.
Or better yet –
Let’s dispense with the Path creation and just concentrate on creating 3 stat blocks:
Assassin Common threat
Assassin (the name escapes me, but the next level threat)
Undead assassin threat capable enough to handle six Heroes (whether this be one assassin or two. I would prefer two, at least).
While the Breath power is potent, the Heroes have a chance of aqiuring an item that will prevent them from using that in combat to escape.
Does that help?
January 13, 2014 at 8:25 pm #255189AnonymousInactiveAs these guys are a Nerothian Assassin order, I’m assume we should focus on Divine/Devout rather than adding any Arcane?
EDIT: I couldn’t post my first pass of these as an attachment. May need to look at that.
January 13, 2014 at 9:04 pm #255191AnonymousInactiveWell, here’s a first pass at the assassins. They are Tier 2 stats (aiming for Tier 2.0 to 2.5 characters) for the basic stats. Since they are from the same order I kept most of them the same but I can see many places for improvement, especially with Mr. Undead stats (using some of the Undead Monster Talents)
Initiate Assassin
Common (Tier 2) D8, Med,
Humanoid (Human)Avoidance Fortitude Discipline
22 21 20St (Wo) 30 (1) Pace 30
AR 1(0) Initiative 3d10
Attacks Dagger: +7(a) D4(d8)
Speed (Recovery): 3 (0), Range: Melee/10’Short Sword: Bonus(D) D6(d8)
Speed (Strain): 4(0), Range: MeleeSpecial Rule For Attack
Special/
Spell Casting Cast at +X
Spells or PowersTalents Lost in the Crowd, Murderous Precision, Tomb Raider, Two-Weapon Fighting, Unshakable Dogma, Waylay, Weapon Mastery T.1 (Short Sword, Dagger)
Traits Trait
Flaws ZealotSkills (+6, 22, 16)
Melee (Balanced), Stealth, Perception, Deceit, Knowledge (Religion), Acrobatics, Athletics, MettleGear Leather Armour, Short Sword, Dagger
Encounter Tier Value: 2.0Living Assassins
Elite (Tier 2) D10, Med,
Humanoid (Human)Avoidance Fortitude Discipline
23 22 21St (Wo) 40 (2) Pace 30
AR 1(0) Initiative 3d10
Fate X Fate Score X
Attacks Dagger: +7(a) D4(d10)
Speed (Recovery): 3 (0), Range: Melee, 10’Short Sword: +7(a) D6(d10)
Speed (Strain): 4 (0), Range: Melee
Special Rule For Attack
Special/
Spell Casting Cast at +X
Spells or PowersTalents Lost in the Crowd, Murderous Precision, Tomb Raider, Two-Weapon Fighting, Unshakable Dogma, Waylay, Weapon Mastery T.1 (Short Sword, Dagger)
Traits [Chilling Touch Power], [Fear Power]
Flaws ZealotSkills (+6, 22, 16)
Melee (Balanced), Stealth, Perception, Deceit, Knowledge (Religion), Acrobatics, Athletics, MettleGear Leather Armour, Short Sword, Dagger
Encounter Tier Value: 3.0Undead Assassin Priests
Adversary [Divine] (Tier 2) D12, Med,
Humanoid (Undead)Avoidance Fortitude Discipline
25 25 24St (Wo) 75 (4) Pace 40
AR 1(2) Initiative 4d10
Fate 4 Fate Score 4
Attacks Dagger: +9(a) D4(d12)
Speed (Recovery): 3 (0), Range: Melee/10’Short Sword: +9(a) D6(d12)
Speed (Strain): X (x), Range: Melee
Special Rule For Attack
Special/
Spell Casting Cast at +9
Smite Heretic, Vampiric Touch, Tear at the Flesh, Benediction of the Gods, Inertial Shield, Righteous Strike, Neroths Embrace, Retributive Ward, Blessed PledgeTalents Lost in the Crowd, Murderous Precision, Prodigy (Cants), Tomb Raider, Two-Weapon Fighting, Unshakable Dogma, Waylay, Weapon Mastery T.1 (Short Sword, Dagger)
Traits [Chilling Touch Power], [Fear Power], [Breath Power], [Incorporial Power], Natural Armour x1
Flaws Zealot, Rot of CorruptionSkills (+8, 25, 17)
Melee (Balanced), Stealth, Perception, Deceit, Knowledge (Religion), Acrobatics, Athletics, MettleGear Leather Armour, Short Sword, Dagger
Encounter Tier Value: 4.5Undead Assassin Warrior
Adversary [Martial] (Tier 2) D12, Med,
Humanoid (Undead)Avoidance Fortitude Discipline
26 25 23St (Wo) 80 (4) Pace 40
AR 1(2) Initiative 4d10
Fate 4 Fate Score 4
Attacks Dagger: +9(a) D4(d12)
Speed (Recovery): 3 (0), Range: Melee/10’Short Sword: +9(a) D6(d12)
Speed (Strain): X (x), Range: Melee
Special Rule For Attack
Weapon Tricks/
Techniques Dagger – Pommel Strike, Twin Throw
Short Sword – Pommel Strike, Throw the Blade
Spinning Strike, Disarm FoeTalents Advanced Armour Training, Lost in the Crowd, Murderous Precision, Prodigy (Cants), Tomb Raider, Two-Weapon Fighting, Unshakable Dogma, Sidestep Charge, Streetsmarts, Waylay, Weapon Mastery T.1 (Short Sword, Dagger)
Traits [Chilling Touch Power], [Fear Power], [Breath Power], [Incorporeal Power], Natural Armour x1
Flaws Zealot, Rot of CorruptionSkills (+8, 25, 17)
Melee (Balanced), Stealth, Perception, Deceit, Knowledge (Religion), Acrobatics, Athletics, MettleGear Leather Armour, Short Sword, Dagger
Encounter Tier Value: 4.5January 14, 2014 at 5:04 pm #255221AnonymousInactiveAnd why not: A Tier III val’Mordane “Super-bad”
Val’Mordane Undead Assassin
Adversary [Martial, Ex. Specimen] (Tier 3) D12, Med,
Humanoid (Undead)Avoidance Fortitude Discipline
30 29 27St (Wo) 95 (4) Pace 40
AR 1(2) Initiative 4d10
Fate 4 Fate Score 4
Attacks Dagger: +13(a) D6(d12)
Speed (Recovery): 3 (0), Range: Melee/10’Short Sword: +13(a) D8(d12)
Speed (Strain): 4 (x), Range: Melee
Special Rule For Attack
Weapon Tricks/
Techniques Dagger – Pommel Strike, Twin Throw, Steel Rain
Short Sword – Throw the Blade, Pommel Strike, Rapid Strike
Vital Strike, Between the SeemsTalents Lost in the Crowd, Murderous Precision, Tomb Raider, Two-Weapon Fighting, Unshakable Dogma, Waylay, Weapon Mastery T.3 (Short Sword, Dagger)
Traits [Chilling Touch Power], [Fear Power], [Breath Power], [Incorporeal Power], Natural Armour x1, Bloodline Powers (I Know Thee Brother, Brother, Feed Elsewhere, All Things Die)
Flaws Zealot, Rot of CorruptionSkills (+12, 29, 17)
Melee (Balanced), Stealth, Perception, Deceit, Knowledge (Religion), Acrobatics, Athletics, MettleGear Leather Armour, Short Sword, Dagger
Encounter Tier Value: 6.0 (7 for Tier 2 players)January 17, 2014 at 6:54 pm #255430AnonymousInactiveif we are building stat blocks, treat them like monsters..
Chill touch can be a special attack, with a special note that the use of this power also kills any minion or common threat upon a successful attack.
for the Incorporeal Power we can just write up a gaseous form monstrous trait (something can be of use later) and combine that with a special attack which deals 0 damage but causes push upon successful attack vs. Fort (from the Stench)
Fear Power would be a unique power for sure.
January 27, 2014 at 6:56 pm #255825AnonymousInactiveHas there been any movement on this outside of the thread? Should we throw some talents around?
March 1, 2014 at 5:39 am #257861AnonymousInactive::shivers::
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