Eclipse – The Houngan Conjurer II

This time around, it’s a bit of a collaboration and an example – how one Eclipse character in a Forgotten Realms game is opting to use the Houngan Conjurer package (a method of making temporary character-enhancing items. He’s calling his “Talismans”.).

The in-game justification for his powers is apparently that:

It is my art to channel what WAS, what MAY BE, and what IS NOT into the NOW. Of Magic, Lore, and Prophecy in the service of the Loomeinsenerid and the Kvoorum-Parandaja order. The Talismans are of time-not, embodiments of talents you might have in other lines of time or might yet learn. Being within the High Forest – the Eye Of Time on Abeir-Toril – makes it easy to call such things forth.

  • “Loomeinsenerid” – apparently the “Engineers of Creation” who built the universe.
  • “Kvoorum-Parandaja” – apparently “Quorum Healer”, repairers of broken realities?

In other words “Here is something you might opt to learn in the next level or two. Go ahead and experiment with it. If you don’t like it, we can try something else. If you do, you can buy those powers normally it and I’ll make a new “Talisman” with some other powers you might be interested in trying out”. It lets players experiment with various powers before they have to make any permanent decisions about them or get a temporary boost to fit some specific situation. That’s a good way to do it since it’s both very useful to the players who are new to the system and a nice way to boost a group.

The first set of Gerad’s talismans were forged in the foothills of the Lost Peaks, amidst the great trees of the primordial High Forest of Faerun. There, at dawn, the time of new beginnings, atop an outcropping of the mountains bedrock, he build a ritual fire of oak, ash, and hawthorn with which to call upon the powers of the world casting into it the tokens and spirit-fetishes he had spent his time preparing. Soon, beneath the moon, the fire burned black and cold, yet as filled with stars as the night sky above. The flames were feathered by no physical force, raven’s wings of spiritual fire beating against the winds of fate. It defies what is to come; there shall be no fate but what the strong make for themselves.

The first talisman was for an Uthgardian Barbarian of the Raven Tribe:

Alone among the birds and totems of the North, the Raven speaks outside of Dream. It carries the Words of the Spirits to the ears of mortal men, with the discarded quills from it’s wings are written runes of strength and wisdom, and it guides the souls of the fallen to the realms of the honored dead! Those who are shown the wisdom of the Raven may learn how to draw upon their inner strengths, the divine spark that dwells within! Bright will they shine in the tales to come!

Here, in this Forest which is of more worlds than one, we stand upon the borders of the Spirit World. You have left your kin, and a choice stands before you! To follow the Raven’s Path and bring forth new gifts and wisdom for your descendants to come, to follow the Scouts way, standing as a guardian between your folk and the horrors that may come, or to take both paths, and stand as a hero to both those who live and those who are yet to come. If you would take the Raven’s Path or the Dual Way… reach into the possibilities of the Raven’s Wings, and draw forth what wisdom speaks to you. Then… you may either make it your own, or seek another choice with the seasons turning.

When the Mighty Barbarian reached into the cold flame (taking one point of cold damage to set the link) he found himself holding a belt woven of hide and raven’s feathers – a token of spiritual wisdom.

Cincture Of The Raven (1 Point Relic):

  • Pen Of The Raven: Shaping, Specialized and Corrupted for Increased Effect (L1 and weak L2 Effects) / only to power the equivalent of Charms and Talismans and subject to all their limitations. The belt’s wearer may draw a quill from the belt and use it to sketch the Runes and Symbols of Uthgar, Beorunna, the Ancestors, and the Totemic Beasts upon otherwise normal items, allowing them to channel the wearer’s personal strength – in effect equipping himself or herself with the equivalent of seven Charms and three Talismans (as found in The Practical Enchanter) (6 CP).
  • The Enduring Blood Of Uthgar: Grant of Aid with +4 Bonus Uses, Specialized / only to restore hit points (6 CP).
  • Disadvantage: The Cincture Of The Raven lays upon it’s wearer an obligation to teach others of the ways of Uthgar and the Totems as chances arise to do so (-3 CP).
  • Net Cost 6 CP + 6 CP -3 CP = 9 CP. 9 CP / 6 (Relic) = 1.5 CP, rounds down to 1 CP.

The next talisman to called forth was for a spirit-shaman and witchcraft-based blaster.

Fire is the element of change, transforming what it touches. The fire of the ritual burns upon the outcropping of rock, the fragrant smoke rising beneath the moon and stars. As Gerad casts a shimmering crystal-bound feather into the flames, the dark fire of the Raven Spirit changes to a pillar of twisting flame, burning green at it’s base and the riotous colors of autumn foliage above.

Seasons Pass, gods pass, and ages pass – but the earth and forest endures, it’s strength undaunted. Here, in the forest where too are the roots of time, we touch upon that solid core, the strength that binds the worlds together. As you have sworn to defend the world, so may it may lend it’s strength and endurance to you. If you would claim the strength of that bond, reach out to the fire of the world’s heart and, with a drop of your blood, become one with it’s ancient strengths.

Reaching into the fire to claim the Talisman again caused one point of damage to set the link and produced a belt of thin links of ash bound with iron, each of the twenty-four links engraved with a rune of the elder futhark.

Girding Of The Forest Lands (1 Point Relic):

  • Vigor Of The Elder Ash: Grants access to the Bones Of Iron (Ash), Corrupted for Reduced Cost / only works within the boundaries of the High Forest, only when at least two other members of the Pact are in the party (4 CP).
  • +2d6 Mana as +6d6 Power, Specialized and Corrupted / only to power the Bones Of Iron (Ash) ability above (4 CP).
  • +1d6 Mana as +3d6 Power, Corrupted/this deep reserve can only be recovered at the moment of dawn (whether or not the user sees it), as the forest wakes, not via Rite Of Chi or other methods.
  • Disadvantage: Obligation / Must deal with the natural animals of the forest through nonlethal means if that is at all possible.

The next talisman to be forged was for a war smith gadgeteer, a follower of the gods of artifice.

As Gerad cast a rune-covered ingot of iron into the green flames, they leaped up into a raging blaze before collapsing from a flaming crown into a deep bed of coals, the furious breath of heat from it mirroring the heat of a forge, where imagined tools become reality. Within the fiery tunnels of the coals in the fires heart lay glimpses of salamanders, efreeti, and fire elementals, hammering out the weapons of wars past and present, from crude copper daggers to unimaginable devices from beyond the stars.

Artificer and Visionary, the past you have forsaken for the sake of what is to come. In the spirit of Gond your Patron, and of Oghma the Loregiver who is mine, know that the chains of the past are broken, no forge but your will will be needed for your many creations to come! Reach forth now to the forges of the gods and take the fire of creation that will burn henceforth within you as well.

When the smith reached into the fire to claim the forming Talisman, he took one point of damage (to set the link as usual) and found himself holding a cincture of flattened links of chain, each wrought with images of weapons, some known, others suggesting fantastic creations and vehicles of war.

Cincture Of War (1 CP Relic):

  • +6 to his Preferred Martial Art (6 CP).
  • DR 4/- (Universal DR 2/-, Specialized for Double Effect / only versus physical attacks, 3 CP).
  • Immunity / the time normally required to put gadgets (He was using the Gadgets skill) together, so they no longer had a +1 point cost if not specified in advance (Uncommon, Minor, Minor, 2 CP).
  • Specific Knowledge / Tunnel Fighting (1 CP).
  • Disadvantage: Must fight as an honorable warrior (-3 CP).

Finally, the fourth and last talisman in this set was for a psychic specializing in Astral Constructs and Energy Projection.

With the colors of the dawn in the eastern sky, and the first glint of the sun shining like a fiery jewel upon the horizon, the remains of the fire collapse to ash, to be blown away upon the wind – although a single burning ember that refuses to be extinguished or fade remains, set into a buckle, suitable for a belt. The circular copper clasp is inscribed with twin dragons, inlaid in black and white, mirroring and circling each other in the symbol of balance. If opened, it reveals the eternally-glowing ember within.

The Purest Yang Becomes Yin. The Purest Yin Becomes Yang.
Two Sides Of A Coin, Separated By A Barrier That May Not Exist.
From Rites End, A New Beginning; The Cycle Turns.
From Darkness and Cold an inextinguishable spark of Light and Fire.
A Creation Incomplete Draws Balance From The Void.
A Sourceless Wind Blows Between The Worlds.
Receive Now The Spark That Answered A Call Unvoiced.

Sunset Hag’s Broom Cinder (1 CP Relic):

  • Hysteria (Mental Powers), Specialized for Reduced Cost (2 Power) and Corrupted for Reduced Cost / only for boosting psionic abilities (not skills, will saves, or non-psionic abilities), only for effective caster / manifester level (4 CP). This can be activated as a free action for 2 Power and lasts for the rest of the round. It manifests as hysterical cackling laughter.
  • Streamline, Specialized for Double Effect in applying standard Augmentations to Psychic Powers for Double Effect (+6 Power worth of “free” Augmentation), Corrupted for Reduced Cost / only when using Hysteria, above (4 CP).
  • Enthusiast, Specialized and Corrupted for Increased Effect / only to set up Mystic Link Effects, Double Enthusiast / Specialized and Corrupted for Reduced Cost / only to set up Mystic Link Effects (Net Cost 4 CP, may be used to set up 4 CP worth of Mystic Link Effects).
    • This defaulted to two of the groups mystics with Communications and Power Link, Specialized and Corrupted / only within the High Forest, only with individuals or places touched by the Fey, can only transmit seven supernatural effects per day, all those linked must possess at least latent telepathic abilities (GM Veto over NPC’s)
  • Drawback: Insane: The bearer of the Cinder develops extreme hydrophobia. While this phobia excuses liquids kept in artificial containers (barrels, glasses, waterskins, and so on), it extends to natural bodies of water, puddles, and rain. The Cinder does not function if wet since the user will be too panicked to draw upon it.

Overall… I think the Cincture Of War was a little uninspired in comparison to some of the others (apparently it was more or less what the player asked for though) and the Broom Cinder looks like it’s a bit TOO efficient, but both are functional enough. Otherwise things were nicely themed; all men, a fire ritual, a small “test of courage” and a minor sacrifice of the recipients own strength to claim their talisman, a basic theme, a more-or-less reasonable explanation for why the character can make talismans in the first place, and – I’m told – some nice role playing in response. Yes, it makes the characters a little bit more powerful – but getting the group all taking an interest in and participating in a mystical ritual? Giving them all a common bond and a commitment to something beyond themselves? Thematic yet unique toys for everyone? Just as with Narthion – the character the Houngan Conjurer package was originally written up for – I think this makes a pretty good addition to a RPG.

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