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Xara, the Changed

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Xara, the Changed Empty Xara, the Changed

Post by Oni Sun Jul 31, 2022 4:16 am

Xara, the Vampire:

Much has happened to Xara since meeting Vallyn but the first of two major events began just the night prior to the other.  It was on this night that, after learning the news of Father's trap for them, that Vallyn moved up his plans and took Xara and turnt her into a vampiric creature much like himself.  A demonic vampire that is not undead yet is much akin to them in most manners.  Thankfully due to their plans existing before the news of Father's actions, they were already prepared to counter many of the negatives of the form by having the necromancer Azar apply a special tattoo to Xara.  As a result the weakness to the sun, sun like magic, and the never ending thirst have been countered.

Xara's body underwent the physical improvements rapidly during the conversion process in which she temporarily died until brought back by Vallyn's tainted blood.  Her bite is strong with her new fangs as Vallyn can attest to and her hunger mirrors her avarice.  With new physical forms to master and power over others with a gaze, she is a fledgling ready to learn from the more experienced Vallyn.  Such as the lesson of self-control experienced while draining the nymph Chera to the point of near death.
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Xara, the Witch:

A day following the transformation into vampire, Xara and Vallyn began the pact ritual.  During it they spoke to Graz'zt who accepted Xara's offer.  As a result, Graz'zt wished a new scion to be conceived, a special one.  So the two scions made love to one another in the name of their demonic patron, a number of things would be forever changed as a result of the successful pact made just prior.  The three most important ones being; Xara becoming a witch with Graz'zt as her patron, Vallyn being recognized openly by Graz'zt and being his vessel, and the conception of a new scion.  A few things also were clarified such as Graz'zt not appearing in person or pulling the two to his domain and his dependence on a stand between, this case his scion Vallyn, to carry out his actions.  And a number of questions, many new, left unanswered.

Having taken the first crucial step in walking the path of the Craft, Xara now can begin the various lessons and tribulations associated with it.  She will know the hexes; Bitter Luck, Witch Sight, Living Hair, and Razor Nails.  With the patron, Graz'zt, she now has access to the more chaotic and right out malicious hexes and such one can.  Over time she will gain access to many but to begin she will have the specialized knowledge of the Gaze of Graz'zt and Demon Blooded.  She can also train with other witches, such as Belinda, and learn from them almost anything save their specialized knowledge unless they serve the same Patron.

Slowly over time as she dreams, demons will visit her and utter secrets into her ears of both the above and to things in relation to her waking life.  The demons that will come to visit her dreams are three in particular, unique to her.  A Lilitus named Melania whom represents the desire and gifts of corruption.  There is also a Vrock called Tyaran that brings with it avarice and cupidity.  Finally, Vlanti the Glabrezus, stirs the thinly veiled rapaciousness nature of Xara's power hunger.

As Xara changes so does her soul-bound companion, Delilah.  This hell-hound changes physically as it becomes more infused with the living essence of the Abyss, while outwardly it is the same – its “makeup” is more demonic in nature now.  In addition, it has gained a hint of intelligence and can speak if so desired by Xara – as is the nature of the mediums used by witches to communicate (at least in some fashion) with their Patrons.  Via her companion she will be able to change aspects of her Craft usage, lessons, and such.  To clarify, Delilah has the means to speak telepathically with Xara in an easy enough to understand manner and it can speak physically if she desires it, so others can hear.  Delilah otherwise is the same, just tougher ((at least ICly)) and can be understood if Xara wills it.

The following can be used 1/day via RP:  Any spell targeting someone maliciously has a saving DC of (10+Spell Level (1)+Casting Mod (Cha)), higher DCs means easier for the caster, lower DCs means easier for the target

Bitter Luck, the target suffers a bit of bad luck.  Typically at the cost of something good happening. Happens nearly instantaneously.  == i.e. a man trying to get lucky with a whore at the pub will suddenly say the wrong thing or spill his drink on her.  

Witch Sight, alters the user's vision to see magic, witch marks/hexes, and known reagents.  Lasts ten minutes or until canceled.

Living Hair, grants a portion of your hair (attached or cut off) false life for a period of time to spy or cause mischief.  This spell grants only enough strength for self-locomotion.  The hair lives for upwards of ten minutes then otherwise reverts to normal (attached) or dissolves into ash in a subtle manner (cut off).  Information gathered is sent in real time telepathic nature, what it can physically see and hear.

Razor Nails, transforms the nails of one's hands (can chose one or both hands) into one inch long steel like blades with a razor's edge.  Slicing through unprotected flesh is easy and it causes intense bleeding.  Metallic armor will resist the nails.  The nails can break though takes great effort, just as it does with breaking a metallic weapon.  On some materials and surfaces, the nails will cause sparks.  Nails last as long as willed.  


The following can be used 2/day via RP: Any spell targeting someone maliciously has a saving DC of (10+Spell Level (2)+Casting Mod (Cha)), higher DCs means easier for the caster, lower DCs means easier for the target

Gaze of Graz'zt, this is a specialized spell belonging to the Graz'zt Pact.  This spell allows you to look upon someone, eye contact or not, and try to do one of the following: seduce/charm (+3 to DC), dominate (+1 to DC), or corrupt (-3 to DC).  

Seduction/charm: You can convince them to speak with you, do simple things like drink or eat, and the likes if it is public and you are non-aggressive toward them.  They are more favorable toward you, often times being more open to granting you favors or actions.  Despite seemingly being better to do in public, those that know the individual may notice odd behavior and respond accordingly.  Any aggression will generally terminate the enchantment.  == i.e. sweet talking and showing skin to a ship captain in order to get permission to use his boat or get a cheaper rate.

Dominate: You overpower their will and force them to do as you ask, to a limit.  Generally speaking you can ask them to do nearly anything outside of self-harm or something they have powerful convictions about with reasonable results.  You can attempt to assert more power to overpower these resistances but too much pressure often causes things to go sour.  If done in public, those that know the individual may notice odd behavior and respond accordingly.  == i.e. getting a banker to grant you access to the vault by giving you a key and leaving a door open for you to get in.

Corrupt:   You attempt to corrupt the individual's thoughts and actions.  This will have devastating consequences for the target if your spell is successful.  Their actions can run the full gambit of whatever you desire them to do.  They get a final Will Save at the spell's DC just before committing the action.  A corrupted individual cannot be targeted again for twenty-four hours.  == i.e. forcing a good hearted faithful legionnaire to sleep with a whore at the Rose despite having a recently born child at home with a loving wife and being caught by a superior officer who likes his wife all in order to get a new client for your nightclub.

Demon Blooded, this spell has two primary parts.  The first is to simply be able to at a glance see how many nearby beings, visible or not, are of a demonic nature.  The second part is more complex.  It grants the caster the means to imbue someone with demonic blood.  Single or rare usage, this just grants a boost to one's prowess sort of akin to a blood frenzy spell.  However, extended usage begins to alter the being's physiology by granting a permanent bonus but also changing them to being a demon phenotype.  They begin to become subject to things that affect demons.  Further prolonged application of the spell on the target will continue to push their phenotype toward demon, this though may cause an undesirable outcome.  One of several outcomes could occur:  They become a demon of a notable rank and power – while changing them forever, this is the best possible outcome for this spell abuse. Or they suffer and become a mane (demonic spirit given form, weakest of all) or rutterkin (pathetic mutated demon, weakest of demons) or dretch (actual lowest end demon).  The worse (opinion?) outcome is that a representative of the Lords of Woe will appear, a Nalfeshnee, who will consume the victim and issue a fine to the caster to be paid.

Oni
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