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=== Tenodera, Progeny of the Dancing Inquisitor === | === Tenodera, Progeny of the Dancing Inquisitor === |
Latest revision as of 01:18, 6 April 2010
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Tenodera, Progeny of the Dancing Inquisitor
The Tenodera are metal born of flesh, fury born of death, a mad nightmare forced into the world by terrible necrotic rituals. Their presence is an abomination, and they revel in this. They are not wise, they are not intelligent; but they are strong and they are hungry. They are among the hunting packs of the Dancing Inquisitor, and they search below the earth and among the dead for his prey. They are implacable, inscrutable, and know no other purpose.
Their bodies are those of mantids, four legged and narrow bodied, with two long scythe claws and an alien, pointed head. Their bodies are frames of brassy chitin over rotten, decaying flesh that moans softly to itself. The soul of the deceased victim from whom the Tenodera is made is a higher ghost, but is trapped inside the corpse and cannot access its essence pool or take physical actions. The decomposing body it is bound into lacks the cohesion to speak, and can moan, then rattle, then nothing at all.
The Tenoderas' minds are simple and instinctual, able to understand and follow the simple orders of their lord, but with cunning and tactics. They strike from surprise in groups at their prey, and hound them beyond death.
They are created when the Inquisitor uses his greatest charm on a dishonoured victim; it takes two weeks for their brass flesh to construct itself around a body, and then it awakes, walking through the earth as through air. The higher soul of that unfortunate victim is trapped in the creature's flesh, the slowly rotting corpse at their center; the lower soul is naturally trapped inside the eyes of the creature.
Statistics
Physical: 4/3/4 Social: 1/1/0, Mental: 4/1/4
Abilities: martial arts 5, occult 2, survival 4, investigation 3, stealth 3, awareness 3, resistance 4
Soak: 12/10 (Brass carapace, 8/8)
Health Levels: -0 x 7
Essence: 3
Willpower: 6
Essence pool: 60
Virtues: compassion 0, conviction 1 (Loyalty +4), temperance 0, valor 5. (Never fails valor rolls, never succeeds at Compassion or Temperance.)
Attacks: scythe blow – speed 5, damage 6L, accuracy 9, PDV 5, rate 3
Charms: Dematerialize – the Tenodera can dematerialize for 30 motes.
Landscape Travel (Earth) – the tenodera can move at normal speed through any earth softer than granite. They leave no passages in their wake. This is a reflexive charm that costs 4m per scene. If a cost of 2 temporary willpower is payed when the charm is activated, the Tenodera turn the ground to molten brass in their wake, producing geysers and cave-ins of burning metal.
Affiinty Element Control (Earth) – the Tenodera use this charm to drag their prey into whirlpools of dirt and mud. This supplements an attack, at a cost of 4m.
World-Breaching Vision – The Tenodera can see simultaneous overlapping visions of the Underworld and Creation when they are in either. This is always in effect.
World-Cutting Claw – The Tenodera can strike at a target in either creation or the underworld from the other, at a cost of 10 motes and 1 willpower per attack; this attack is usually a surprise attack. If the attack is a successful clinch, it may then pay four willpower and thirty motes to drag that victim across the boundary between worlds. First excellency, martial arts, stealth and survival
Notes: If the Tenodera is killed, the ghost is freed, but is likely to have gained derangements if its torment has been long. The roll to resist infection from wounds inflicted by the Tenodera is at + 1 difficulty. They are instinctually hated and feared by the dead, and cannot regain essence in the underworld. This greatly limits their survival there.