Olg'ish
From Rusted Promises
Olg'ish
Olg'ish is a being looking similar to an Satyr, except with three eyes. He stands rather short, but is very handsome and with eyes that can both see deep into someone's very being, and place within them various suggestions. This gives him sight into their desires, who they are, and what to tell them to make it easy to convince them to do his bidding.
Basic Pact
- Bid: I bid you to control
- Offer: I offer you sway over friend and foe
- Purpose: You will be my voice, bringing my word and my works to all who you find.
- Gift: Gives each of his followers a book, blank and without any flaws of distigushing marks. The book will respond to the thoughts of the one holding it, who has a pact with Olg'ish, recording his or her thoughts and suggestions, as well as any information gathered from others.
- Mark: Olg'ish's third eye is bestowed upon his mortal callers. While it doesn't need to be opened to use his powers, it can be to amplify the effects. Olg'ish's followers feel as if they have a silver tongue, and indeed, they can lie and cheat very well, however, most begin to believe their own lies.
Benefits
- By spending a hero point, the followers of Olg'ish can open their third eye, increasing the difficulty of all their effects substantially. +10 should be added to their rolls involving Dark Magic, Deceit, and Calling, Corrupt, as an example +roll Dark Magic+10 No more then one hero point can be spent this way, but more can be spent to give the normal +5.
- Dedicates of Olg'ish can see into a person's mind and pull from it one desire, wish, or forsaken want. A person can resist this with a roll of 10 vs +roll Willpower. A +5 is applied by the spending of hero points to open the follower's eye.
- By looking into the eyes of another being, a follower can implant a single compulsion into them. It can be as simple as 'Tell me your name' or as difficult as 'Go into the king's chambers and steal his crown.' The more outlandish the compulsion, the easier it is to resist, roll Willpower vs
- 15 If the compulsion is something simple and easy, something most people would do anyway.
- 10 If the compulsion is harder, but still within the bounds of what the character would do if asked by a good friend
- 5 If the compulsion is quite difficult, or goes against the characters nature.
- 0 If the compulsion seems impossible or would vastly go against what the character would normally do, even for their best friend.
- You can spend a hero point to increase the difficultly of the compulsion by +5 and opening your third eye
- Also when giving a compulsion, instead of amplifying the difficulty, you can project it to everyone looking at you at the cost of a hero point.
- If a character under compulsion would notice a compulsion would result in their demise it is broken instantly. Compulsions that would normally have a pure intention, such as becoming committed in a Life Bond automatically fail. Next Something that grossly breaks character, such as murdering a loved on, will also fail.
- A person who is affected by any abilities here of that resists cannot be effected by the same follower again in the same day, their mind still fresh with their force of will.
- Each round of action gives the player involved another chance to break this charm, just roll against the table again.
- Any of these restrictions may or may not apply to an NPC at a judge's determination.