Tuesday, October 6, 2020

GLOGtober Day 2: Blood and Its Many Uses

 Alright, another shorter post, this time on Blood. While I may be incredibly squeamish when it comes to these things, I do indeed see its uses, chiefly keeping me alive. Maybe that’s why I hate seeing it, because it should be inside me? All discussion about the meatbag I’m piloting aside, let’s get into the tender core of this: blood rituals. These are very powerful magic powers that are unknown to most people: discovering how to perform them is a task unto itself, let alone actually doing them. Each one comes with a Bane and a Boon, a perk and drawback, a price to pay for the power you gain. Steal liberally and unapologetically, my friends!

The Rite of Guuljis

The Black King of the Gulch, Great Guuljis himself, has many flesh puppets at the ready, waiting for the right person to bring them forth.


Components: Your blood, the blood of your most hated enemy, a vial of hag-infested swamp water and the horn of a demon who once loved you.


Ritual Casting Time: 1 day


Boon: You entreat Guuljis to bestow upon you a perfect copy of yourself, entirely under your command. It has all the same abilities, appearance and items as you. You may control your copy in combat, and though it acts on its own otherwise, it is inclined to follow your commands. Any person who may see into the Astral Realms may see that you are both linked by an umbilical cord, no matter the distance between you. It levels up when you do, and may take different options to you. If you ever die, you may cheat death by offering up your copy to the afterlife in your stead. By doing this, you become effectively immortal, as the afterlife will not seek your soul when it is your time to die of old age. However, if you die from any other means, the retribution of the afterlife will be swift and torturous.


Bane: You are forever unable to bear children, and any baby you touch with your bare skin is destined to die a horrible and gruesome death. When you cry, you will cry tears of blood. While in a swamp of any kind, you are subject to horrid nightmares, and are cut off from any divine magic you may have, unless it comes from Guuljis. At any point, if an ally of yours dies, your copy will go out and consume them, preventing them from being resurrected.

The Rite of the Demon King Kil’gattan

Take unto yourself the Stygian Blade and the Tenebrous Armour, and become the Hellknight to strike down your enemies.


Components: Three quarters of your blood forged into a blade by a demon, the bodies of your best friend or a city worth of creatures


Ritual Casting Time: 1 week


Boon: You become the Hellknight, the ultimate warrior of the multiverse. There can only be one Hellknight in each world at a time, and you must succeed in killing previous Hellknight to take their place. Once you gain the title, you become completely immune to all magic and physical damage. All attacks you make automatically hit, and deal the maximum amount of damage possible. You cannot die of old age.


Bane: You must kill everyone who even remotely opposes you, be it ideologically, physically or simply on what to have for breakfast. If you do not kill at least 5 people per day, you lose your power until you make up the difference. In addition, choose one thing, either mental or physical, that could be reasonably attacked (though you may make it as challenging as possible). That is your mortal weakness, and is the only way to kill you while being the Hellknight.

The Rite That Is Forgotten

Drain yourself, and fade away from memory.


Components: All of your blood funneled into a locket that you must wear around your neck, mixed in with all the blood of the person who knew you best in the world.


Ritual Casting Time: Instantaneously once your blood is funneled successfully into the locket.


Boon: You are forgotten by everyone and everything. All mentions of you are purged from every written document, and anyone who writes about you has their writings destroyed within 1 hour of it being written by shadowy creatures from beyond. No scrying magic can detect you, and anyone who meets you forgets your existence after they look away from you. You may drink the blood of another person to assume their identity for one day per litre of blood your drink. You perfectly replicate them in voice, appearance and mannerisms, though you do not gain their memories. The memory-suppressing abilities only function when your real identity is in question.


Bane: Your identity is stored in your locket. If it is ever destroyed, all memories of you return to those who forgot you. If you are ever without your locket, you too begin to forget yourself over a period of a week. By the second day, you forget your name and all but your closest friends and family. By the fourth day and every day after, you forget one class level. By the sixth day, all you know is that you must find the locket. On the seventh day, you forget about the locket entirely, and you start anew as an entirely new person, effectively making you an NPC under the GM’s control.

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