Kendrac

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Kendrac

Kendrac is a tall and imposing figure. He stands like a being of deer descent, with huge antlers. His fur is yellow, with bright green circles and patterns that carve into it in brilliant lines of unknown purpose. He speaks directly, if cryptically, and favors action over passive words. He is a warrior, and sees life as a challenge of strength. He is brother to Shaila, whom he protects and loves fiercely.

Basic Pact

  • Bid: I bid you to battle.
  • Offer: I offer you strength and guidance.
  • Purpose: You will be my spear, striking at the corruption, guided by my hands to lay telling blows and bring balance to the world.
  • Gift: Kendrac gives half of his staff with a black blade at the end. This baton like stabbing and slashing weapon can be used to combat corruption. Stabbed into the corrupted, either defeated or willing to be cleansed, it drives the corruption from them. Note, it only performs this function once per mortal. If they fall to temptation a second time, death is the only cure Kendrac has for them
  • Mark: Kendrac's patterned fur is given to his mortal callers, layered on their fur, skin, feathers, or scales as available. This patterning glows in a manner akin to a glowstick. Those who call to Kendrac find themselves feeling confident, even when faced with impossible odds. Fear does not easily claim them, in or out of battle, and they stride through life with head high.

Benefits

  • Dedicants of Kendrac can feel the presence of the Corrupt Court, including those who are dedicated to them. However, groups of normal beings (3-4 minimum) will muddy the signal, reducing it from a pinpoint precision to a general sense of wrongness that can be followed up with more practical investigation if need be. The effective radius of this ability is 30 meters, although it may vary with ambient interference, strength of the pact, and other applicable factors.
    • If the Corrupt Court dedicant uses one of their powers, the "muddiness" vanishes and the Kendrac dedicant can pinpoint them as if there were no others around.
    • If such a being is attempting to hide, they may roll stealth or deceit, countered by the Kendrac dedicant's Empathy. If the Kendrac matches or beats the corrupt being's roll, they are detected precisely. This does not dispel invisibility, but would allow the dedicant to know exactly where they were standing.
    • It may be reasonably assumed that cultists, especially those engaged in "field work", will have learned from their patron or peers that glowy beings should be avoided as a dangerous threat to their cover.
  • Once a day, when defeated, a dedicant may choose to withdraw from the battlefield in a fury. If they take this option, they may not return to the battle, and are severely wounded(Type scale 40 and then addwounds (the amount reported)). In return for this, all enemies on the battlefield immediately lose half their current hitpoints, perhaps paving the way for their allies to pull ahead for their sacrifice.
    • This only works in judged/story battles, not automated grinding battles.
  • Dedicants of Kendrac are resistant to the illusions of the Old Ones. Attempts to baffle their senses by Old Ones suffer a -5 to the roll.
  • Dedicants can detect the shadow possessed. Though they are not charged with specifically combatting them, they know when they are speaking with one instinctively.