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.
Battle Lore, Conceal, Craft-Armourer, First Aid, Oratory, Ride, Scan, Sense Assassin, Sword Attack 75%+, Weapon Attack,
Weapon Parry 75%+.
Bladesharp, Co-ordinate, Demoralise, Detect Enemy, Disrupt, Fireblade, Heal, Parry, Protect, Repair, Strength, Vigour.
All Common+ Bless Corpse, Death Song, Detect Truth, Fight Undead, Free Ghost (Daka Fal),
Oath, Sever Spirit, Terrifying Appearance.
Humakt the Champion.
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.
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.
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)
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 of Humakt currently written up. The name of the subcult serves as a link to the write-up.
Divine, 1 point, ranged, instant.
spell is cast on a corpse and ensures that it cannot be raised as, or become undead. (P)
Divine, 3 points, non-stackable, self, temporal.
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)
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)
Divine, 1 point, temporal, touch, non-stackable.
spell increases the recipients combat skills to 150% of their current value when fighting Undead. (P)
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)
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)
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)
Divine, 3 points, non-stackable, ranged, instant.
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)
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)
Divine, 1 point, stackable, ranged, instant.
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.
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.