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The Turquoise Tree

Humakt

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Humakt

 

 

 

 

This is our version of the cult of Humakt, Lord of Death. This section details the skills and spells common to all subcults of the god. It is not yet complete; we have yet to decide whether or not to include other spells derived from Hero Wars.

Skills

 

Battle Lore, Conceal, Craft-Armourer, First Aid, Oratory, Ride, Scan, Sense Assassin, Sword Attack 75%+, Weapon Attack, Weapon Parry 75%+.

 

Spirit Magic

 

Bladesharp, Co-ordinate, Demoralise, Detect Enemy, Disrupt, Fireblade, Heal, Parry, Protect, Repair, Strength, Vigour.

 

Divine Magic

 

All Common+ Bless Corpse, Death Song, Detect Truth, Fight Undead, Free Ghost (Daka Fal), Oath, Sever Spirit, Terrifying Appearance.

 

Heroquests

 

Humakt the Champion.

 

Rituals

 

Sever Relationship.

Gifts and Geases

 

All initiates to the cult must take a gift and geas on initiation. Swords must take at least one more geas/gift, but are allowed to take as many as desired. The chart of gifts/geases is in the main cults book.

 

 

Notes

 

Humakti can gain a new skill, Sense Assassin, if they choose to take a geas to never participate in an ambush. It starts at 30% plus Perception bonus.

Humakti can also gain the new skill, Sense Lie, if they choose to take a geas to never lie. It starts at 30% plus Perception bonus.

 

 

Sense Assassin.

 

This perception skill can only be gained by a Humakti gift. Success allows the user to sense that a nearby person (within 50 yards) intends to assassinate someone the Humakti is currently attached to, whether a family member, part of a temporary adventuring party, or a permanent fealty relationship, or even the Humakti themselves. This sense does not tell the Humakti who the intended victim is, but does point out the assassin. (RQ)

 

Sense Lie

 

This skill allows a Humakti to detect lies without the use of rune magic. This skill is available only to Humakti, and is preternatural in the same way as Sense Chaos is for Uroxi. When the Humakti wishes to use this skill in a conversation the GM secretly rolls the dice for the player. At the same time, this is matched against the target's Fast Talk skill. The if the Sense Lie roll succeeds, the Fast Talk roll must be at least a level of success higher than the Sense Lie roll to prevent the Humakti from determining whether he is lying or not. For example, if a Humakti made a normal Sense Lie roll his target must make a special Fast Talk roll or better. If unsuccessful the Humakti may not try again during that conversation, and remains unsure about whether his target is lying or not. If successful he will know whether his target is lying or telling the truth for certain, and may continue to use the skill again until he fails. A fumble gives a reverse result. (NE)

 
 

Subcults

Subcults of Humakt currently written up. The name of the subcult serves as a link to the write-up.

Spells

 

Bless Corpse

Divine, 1 point, ranged, instant.

This spell is cast on a corpse and ensures that it cannot be raised as, or become undead. (P)

Death Song

Divine, 3 points, non-stackable, self, temporal.

As a RQ Berserk spell but has additional effect that all foes within 15m must resist the casters POW or be Demoralised while caster lives. (P)

Detect Truth

 

Divine, 1 point, ranged, non-stackable, temporal.

 

This spell allows the caster to tell whether anyone within a five-metre radius of the spell’s target site is lying. If lies are spoken, the speaker emits a dark, smoky glow visible only to Swords and initiates of Humakt. (RQ)

 

 

Fight Undead

 

Divine, 1 point, temporal, touch, non-stackable.                                       

This spell increases the recipients combat skills to 150% of their current value when fighting Undead. (P)

Free Ghost

Divine, 1 point, stackable, ranged, instant.

1 use (Daka Fal).

 

This spell must be cast on the ghost of a deceased mortal. The user must overcome the MP’s of the ghost with his own. If he succeeds, the ghost is unbound from his haunting and returns to the land of the dead. (ROC/151)

Oath

Ritual Enchantment.

This ritual binds two to a pact. It requires the sacrifice of 1 POW. If either breaks the oath, they receive an attack of Sever Spirit backed by MP equal to the sum of Mp placed into the oath to start it. The greater the oath sworn, the more MPs are committed to the swearing. Neither participant need be Humakti; a third-party cult member can cast the spell. (RQ)

 

Sever Relationship

Ritual Ceremony.

This ritual severs a willing creatures relationships to clan, community and family, leaving him devoid of dependents and devoid of support. In Orlanthi society the character will be treated as a foreigner, when this ritual becomes known. In other socities, this ritual has no special significance, however it will become obvious that the affected man is different, he will not meld well into society, and will not help communually. In game terms, this spell does not excommunicate him from cults, which must be conducted seperately, but does reduce all Loyalty and Love passions to zero. (NE)

Sever Spirit

Divine, 3 points, non-stackable, ranged, instant.

This spell acts as a sword to cut the bond between body and soul of the target. The user must make a successful MP vs. MP roll. If successful, the target dies. If unsuccessful, the target takes 1d6 damage to their general hit points, with effects similar to poison damage. (RQ)

 

Terrifying Appearance

Divine, 2 points, self, non-stackable, temporal.

This spell makes the recipient take on a terrifying visage. Anyone coming into combat with a character under the influence of the spell must resist a POW vs. POW roll or be demoralised when fighting the character. (SP)

 

Turn Undead

Divine, 1 point, stackable, ranged, instant.

This stackable spell affects one undead creature for each point used/cast. The caster must attempt to overcome each target’s MP’s with their own (roll for each target. Use the table below to determine results.

         Critical. Undead destroyed, released, or whatever.

        Special. Undead paralysed and immobile for twenty melee rounds minus the creature’s INT. Undead with INT of 20 or more are inactivated for one round.

        Success.  The undead turns and flees, if possible. If not, the effects are as per a special success.

        Failure. The undead is Befuddled as per the spirit magic spell. Skeletons are befuddled for 10 rounds, others for either ten rounds or until they fail an INT roll, whichever comes first.

        Fumble. No effect.