From cc697@cleveland.freenet.edu Mon Aug 14 09:08:40 1995
Date: Sun, 23 Jul 1995 02:12:12 -0400
From: Eric Oppen <cc697@cleveland.freenet.edu>
Reply to: The wfrp mailing list <wfrp@gojira.monsta.com>
To: f94ler@student.tdb.uu.se
Cc: wfrp@gojira.monsta.com
Subject: WFRP: Khaine clerics in Dunkelklaue...Skills and Spells
Clerics:
Clerics of Khaine in the Dunkelklaue have to lead double lives. they
cannot openly follow their god, even in Sartosa, and have to have some
ostensible occupation. Since they are all literate and know the Classical
language, they often become Academics of various sorts, or else low-level
bureaucrats. (deletia) Those who cannot or will not become bureaucrats
often find work as footpads, racketeers, or assassins. Unsurprisingly,
they are extremely effective in these careers, and find pleasing Khaine and
making a living quite, quite compatible.
Advancement for Clerics of Khaine is more difficult than it is for clerics
of other deities. The advance scheme is as it is in WFRP p. 151, but the
skills required are as follows:
Initiate:
- Read/Write
- Secret Language--classical
- Scroll Lore
- Theology (Khaine)
- ID Plants
- Herb Lore
- Escapology
- Immunity to Poison
- Specialist Weapon--Blowpipe
(Notes: Initiates' skills are largely gained for the purpose of aiding full
Clerics with their poison-preparation and other religous duties)
First Level:
- Arcane Languages: Magick and Necromancy
- Cast Spells: Petty Magick as listed below
- Meditate
- Public speaking
- Cryptography
- Disguise
- Forgery
- Specialist Weapon--Crossbow Pistol
- Prepare Poisons
Second Level:
- Cast Spells (Necromantic and Battle magic, first level as listed)
- Identify Undead
- Magical Sense
- Arcane Language--Demonic
- Concealment--Rural and Urban
- Shadowing
- Scale Sheer Surface
- Silent Move--Rural and Urban
- Torture
Third Level:
- Cast Spells: Battle Magic and Necromantic Magic, Second Level (as listed)
- Cast Spells: Demonic Magic, First Level (as listed)
- Prepare Potions
- Magical Awareness
- Manufacture Scrolls
- Pick Locks
- Arcane Language---Illusionist
Fourth Level:
- Cast Spells: Battle Magic and Necromantic Magic, Third Level (as listed)
- Cast Spells: Demonic Magic, Second Level (as listed)
- Cast Spells, Illusionist Magic, First Level (as listed)
- Rune Lore
- Specialist Weapon--Net
- Speak Additional Language
Spells available to Khaine clerics:
Petty Magic |
- Curse
- Glowing Light
- Magic Alarm
- Magic Lock
- Open
- Reinforce Door
- Sleep
|
Battle 1 | Battle 2 | Battle 3 |
- Cause Animosity
- Immunity from Poison
- Steal Mind
- Strength of Combat
|
- Aura of Protection
- Cause Frenzy
- Cause Hatred
- Cause Panic
- Cone of Sanctuary
|
- Animate Sword
- Arrow Invulnerability
- Cause Fear
- Curse of Arrow Attraction
- Dispel Aura
|
Demon 1 | Demon 2 |
- Bind demon
- Dispel lesser demon
- Summon Guardian
|
- Summon Lesser Demon
- Zone of Demonic Nullification
|
Illusionist 1 |
- Assume Illusionary Appearance
- Clone Image
|
Necro 1 | Necro 2 | Necro 3 |
- Hand of Death
- Summon Skeletons
|
- Control Undead
- Extend Control
- Hand of Dust
|
- Annihilate Undead
- Life in Death
|
The Gift of Khaine: Clerics of Khaine of the fourth level who have
particularly pleased the god may, at the god's discretion, be transformed
into vampires upon their deaths. As vampires, they have all the powers of
a vampire as per the WFRP rulebook, and retain all the skills and powers
they had as clerics of Khaine. Vampires are hellishly effective as leaders
of Khainite covens, and even vampires who had nothing to do with Khaine or
his followers during their mortal lives find Khaine-cultists extremely
useful allies.
To determine whether or not a Khaine cleric receives the Gift of Khaine,
roll on d100 and give up 200 xp. Any result above 90 means that the god
has decided to bestow the Gift, effective immediately upon the cleric's
death. Results may be modified so that a cleric who is the embodiment of
Khainite ideals has as much as a +25 on the roll.
--
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