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Bearofbadnews
2006-12-22, 02:48 AM
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[GIFT] The Experiment
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The Inquisitive Seneschals and their Grand Experiment
The Seneschals felt quite confident their deceased Lord would have been pleased with their work. They had labored ceaselessly on The Five for countless eons in the perpetual twilight of their planar laboratory, and they felt fairly sure that the deity that had been their Master would take solace in the fact that His servants had continued His Great Work. At least they hoped so. To be honest, they had been feeling rather guilty ever since they inadvertently brought about His Unfortunate Death.
Regardless, they were in no mood to mope about in their musty closet of a pocket dimension any longer, so they pulled on some physical bodies (for convenience's sake) and headed for that Petri dish of the Planes, the Prime Material. They might have looked a tad odd in their identical scarlet robes, faceless masks, and propensity to forget to touch the ground with their feet-- but they knew what they were doing. Though the street was full to the brim with the cacophony of vendors and the teeming masses of the common man, no one in the crowded market would ever recall they'd even been there.
Though sorely tempted to simply remain passive observers, and settle into their old occupation of jotting down notes and gathering data samples, the Seneschals turned their focus to the task at hand. After all, they'd all agreed beforehand that the Experiment would always come first. As they walked through (sometimes literally, when they forgot) the throngs of people at the bazaar, they meditated on the Hypothesis they had reached shortly after their former Employer met His Divine Demise; it was simply insufficient to remain uninvolved observers. True researchers know that in order to fully comprehend the subject of one's inquiry, one must inevitably introduce the Scientist's Own Hand. They paused with this thought by a tiny ramshackle stand advertising dates.
After three hours, the first customer, a gaudy bravo, tossed a copper piece with a derisive wink to the young boy manning the stand. The grinning knave palmed a handful of dates as the boy looked down at the wooden coin. Tears stung his eyes, as he imagined having to tell his family that he'd earned nothing a second day in a row. For hadn't he always dreamt of a life beyond this? Hadn't he always believed that he would be someone special? Do something special?
The Seneschals looked from one to the other. They were in complete agreement. This one had the makings of an excellent Candidate. Four Seneschals turned to set about finding the other four, leaving one of their number behind to offer their Gift.
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Those Inscrutable Seneschals
The Seneschals normally exist outside time and space, and are effectively deities, though they require no worship to maintain their powers. Their thinking is utterly alien to most humanoids, and they are treated as if they have no alignment at all for all spells and effects. They tend to make decisions as a unit, with very very rare disagreements. They exist to observe mortal behavior and they are obsessed with their research to the exclusion of all other concerns. To this end, they have two notable abilities:
The Gift: The Seneschals may bestow the five different Heartbearer Templates on five people on any given world at any given time.
Memory Hole: The Seneschals cannot be noticed or concentrated on in any way. They are completely immune to scrying and divination of any type. This ability can be turned on and off for individuals at will. However, immediately after the Seneschal leaves their line of sight, they lose all memories of the encounter (unless the Seneschal wishes otherwise). There is no saving throw or reversal for this ability. Only a deity or being of equivalent power can be persistently aware of the Seneschals, and even they can find it taxing to concentrate on them much.
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Creating a Heartbearer [Template]

Animus Fumeus "The Heart of Smoke"

"I will seek the out the invisible people, the quiet ones. I will give them a voice."

The Heart appears as a small cinder enveloped in thick pungent smoke.
If a creature accepts the Seneschal's offer, they must swallow the smoking cinder. The Seneschal leaves. The creature is then affected by the Seneschal's Memory Hole ability and the Heart activates within the next 24 hours when the creature is in an appropriate situation.

Template Requirements: For the Heart of Smoke, The Seneschals always choose an intelligent host who is extremely quiet, shy, and often overlooked by others. The host should have no levels in any PC class, and low levels if any in any NPC classes.Type: Creature gains the Augmented subtype, and loses any other templates. Size is unchanged.
Speed: Unchanged.
Hit Dice and Hit Points: Unchanged.
Armor Class: Unchanged
Attack: Unchanged
Damage: Unchanged
Special Attacks: The Heart of Smoke keeps all attacks of the base creature plus the following special attacks.
Beguiling Words (Su): The Heart of Smoke may use Command (as the spell) on any creature affected by their Bewitching Presence ability at will. A Charisma-based DC 17 Will save negates.
Special Qualities: The Heart of Smoke keeps all qualities of the base creature plus the following special qualities.
Bewitching Presence (Su): All persons, monsters, and animals within a 150 ft. area centered on the Heart of Smoke are treated as if charmed. They are allowed a Charisma-based DC 20 Will save to negate. Creatures charmed in this manner remain so for 2d4 hours after leaving the area, and must make a DC 15 Will save to even notice the effect.
Ageless (Su): Creature receives no penalties to physical ability scores for aging, and loses any penalties they may have accrued.
Damage Reduction (Ex) 10
Spell Resistance (Ex) 10
Abilities: Dex +4, Charisma score becomes 20.
Saves: Will +4 vs. Charm effects
Skills: A Heart of Smoke gains Bluff, Diplomacy, Gather Information, Handle Animal, Intimidate, Perform, and Sense Motive as class skills. In addition, The Heart of Smoke gains her choice of any five non-secret languages.
Challenge Rating: Same as base creature +3.
Alignment: Any
Advancement: By character class
Level Adjustment: +5

Animus Robiginosus "The Heart of Rust"

"I will call the sunset heroes, the faded ones. I will restore them."

The Heart of Rust appears as a fist-sized rusted iron ball.
If a creature accepts the Seneschal's offer, they watch the metal sphere sink into the flesh of their chest. The Seneschal leaves. The creature is then affected by the Seneschal's Memory Hole ability and the Heart activates within the next 24 hours when the creature is in an appropriate situation.

Template Requirements: For the Heart of Rust, The Seneschals always choose an intelligent host who was once great in some way, but is now only a has-been. The Heart of Rust may have levels in a PC class, but they should have reduced access to benefits for one reason or another (violation of requirements, etc).
Type: Creature gains the Augmented subtype, and loses any other templates. Size is unchanged.
Speed: Unchanged.
Hit Dice and Hit Points: Unchanged.
Armor Class: Unchanged
Attack: Unchanged
Damage: Unchanged
Special Attacks: Unchanged.
Special Qualities: The Heart of Rust keeps all qualities of the base creature plus the following special qualities.
Walking Legend (Su): The Heart of Rust has (or swiftly regains within 1d4 weeks) a reputation seemingly mystical in nature. If the Heart of Rust's identity and reputation are known to an opponent, they are affected as by Crushing Defeat, Wisdom-based Will 15 negates. Likewise, allies are affected as by Good Hope.
The Wages of Experience (Su): The Heart of Rust receives three Favored Enemies as the Ranger's 10th level class benefit. This effect does stack with the Ranger benefit, though no more than a +8 bonus is allowed against any particular enemy.
Master of the Trade (Su): The Heart of Rust chooses any three class skills. They may now always take 10 on these skills, even if threatened.
Second Chance (Su): If for any reason the Heart of Rust lost the benefits of a class before gaining this template, they instantly regain them, though they must still meet the appropriate requirements (alignment, etc) to maintain them.
Ageless (Su): Creature receives no penalties to physical ability scores for aging, and loses any penalties they may have accrued.
Damage Reduction (Ex) 10
Spell Resistance (Ex) 10
Abilities: Str +2, Dex +2, Con. +2, Cha +2.
Saves: Ref +2 Fort +2
Skills: A Heart of Rust gains a +3 bonus to any skills they had ranks in.
Challenge Rating: Same as base creature +3.
Alignment: Any
Advancement: By character class
Level Adjustment: +5

Animus Gloria "The Heart of Glory"

"I will appear to the foolish dreamers, the unremarkable ones. I will bring them greatness."

The Heart of Glory appears as a human heart wreathed in flame.
If a creature accepts the Seneschal's offer, they see the heart burn away before them, accompanied by a searing sensation in their chest. The Seneschal leaves. The creature is then affected by the Seneschal's Memory Hole ability and the Heart activates within the next 24 hours when the creature is in an appropriate situation.

Template Requirements: For the Heart of Glory, The Seneschals always choose an intelligent host who is a nobody with dreams of being great in some way. The host should have no levels in any PC class, and low levels if any in any NPC classes.
Type: Creature gains the Augmented subtype, and loses any other templates. Size is unchanged.
Speed: Unchanged.
Hit Dice and Hit Points: The Heart of Glory gains 5 levels of HD as whatever class they choose.
Armor Class: Unchanged
Attack: Unchanged
Damage: Unchanged
Special Attacks: The Heart of Glory keeps all attacks of the base creature plus the following special attacks.
Glorious Weapon (Su): The Heart of Glory may designate a specific weapon (ex.-their granddad's long sword) as their signature weapon, and it acts as a +2 keen (or Impact) weapon of the same type. Once they have chosen, they may not change their decision.
Special Qualities: The Heart of Glory keeps all qualities of the base creature plus the following special qualities.
Mighty Warrior (Su): The Heart of Glory gains 3 levels in either Fighter, Paladin, or Ranger (or another class at DM disgression).
Master of Arms (Su): Once per day, the Heart of Glory may become proficient in any weapon they practice with for 2 hours or more.
Ageless (Su): Creature receives no penalties to physical ability scores for aging, and loses any penalties they may have accrued.
Damage Reduction (Ex) 10
Spell Resistance (Ex) 10
Abilities: Str becomes 20, Dex +2, Con. +4.
Saves: Ref +4 Fort +4
Skills: As chosen class.
Challenge Rating: Same as base creature +4.
Alignment: Any
Advancement: By character class
Level Adjustment: +6

Animus Harenarius "The Heart of Sand"

I will meet the wandering souls, the lost ones. I will provide them with direction."

The Heart of Sand appears as a stoppered glass sphere half filled with fine sand.
If a creature accepts the Seneschal's offer, the Seneschal tosses them the glass ball, which shatters in a burst of sand, then mysteriously fades away. The Seneschal leaves. The creature is then affected by the Seneschal's Memory Hole ability and the Heart activates within the next 24 hours when the creature is in an appropriate situation.

Template Requirements: For the Heart of Sand, The Seneschals always choose an intelligent host who is adrift in a life without meaning. The host should have no levels in any PC class, and low levels if any in any NPC classes.
Type: Creature gains the Augmented subtype, and loses any other templates. Size is unchanged.
Speed: Increases by 5 feet.
Hit Dice and Hit Points: Unchanged
Armor Class: Unchanged
Attack: Unchanged
Damage: Unchanged
Special Attacks: The Heart of Sand keeps all attacks of the base creature plus the following special attacks.
Banish (Su): The Heart of Sand designates a target in line of sight and concentrates on them intently for 3 full rounds, repeating the target's name under their breath. If their concentration is unbroken, and the name they use is not an alias but rather the target's proper (DM's discretion) name, then they may force the target to make a DC 15 Will check which if failed results in them being immediately teleported to the outskirts of the city/town/village or 5 miles from the Heart of Sand's position, whichever is farther.
Special Qualities: The Heart of Sand keeps all qualities of the base creature plus the following special qualities.
Know The Path (Su): The Heart of Sand concentrates on a place, person, or thing. They may even concentrate on a more nebulous idea, for instance-- "safety" or "person in need". They must concentrate for 5 minutes minimum to make the connection-- then the Heart within them does its best to find it. The Heart of Sand makes their way there as if in a trance, feeling the Heart pulling them towards their goal. This requires deep concentration, and no actions beyond what is necessary to get there are allowed while the Heart of Sand attempts to find what they seek. If the Heart of Sand is attacked or otherwise disturbed, they must make a concentration check as a spellcaster or sever the connection, and Combat Casting cannot be used to negate the effect. The Heart is intelligent and will act on its own accord at times, drawing the Heart of Sand to where it needs to be.
Shifting Sands (Su): The Heart of Sand concentrates as Know The Path, but then may teleport themselves and up to 5 others to the location. The Heart of Sand arrives exhausted, losing half their HP from the attempt and rolling a Fortitude 15 check to determine if they remain conscious-- failure results in them fainting for 1d4 hours. This ability may be used once a week.
Ageless (Su): Creature receives no penalties to physical ability scores for aging, and loses any penalties they may have accrued.
Damage Reduction (Ex) 10
Spell Resistance (Ex) 10
Abilities: Dex becomes 20.
Saves: Ref +4
Skills: Balance, Climb, Concentration, Escape Artist, Jump Listen, Ride, Search, Spot, Swim, and Tumble all become class skills.
Challenge Rating: Same as base creature +3.
Alignment: Any
Advancement: By character class
Level Adjustment: +5

Animus Cereus "The Heart of Wax"

"I will whisper to the pitiable victims, the wounded ones. I will grant them strength."

The Heart of Wax appears as a red lump of melted wax in the shape of a crude heart.
If a creature accepts the Seneschal's offer, the crimson wax melts away into their hand. The Seneschal leaves. The creature is then affected by the Seneschal's Memory Hole ability and the Heart activates within the next 24 hours when the creature is in an appropriate situation.

Template Requirements: For the Heart of Wax, The Seneschals always choose an intelligent host who has been terribly hurt physically or emotionally, often on a consistent basis. The host should have no levels in any PC class, and low levels if any in any NPC classes.
Type: Creature gains the Augmented subtype, and loses any other templates. Size is unchanged.
Speed: Unchanged.
Hit Dice and Hit Points: Unchanged.
Armor Class: Unchanged
Attack: Unchanged
Damage: Unchanged
Special Attacks: The Heart of Wax keeps all attacks of the base creature plus the following special attacks.
Touch of Sympathy (Su): The Heart of Wax makes a touch attack with a +5 bonus to hit. If hit, the target must make a Wisdom-based Will save at DC 15 or take half the damage they dealt to other beings in the last hour. This ability may only be used 1/day.
Special Qualities: The Heart of Wax keeps all qualities of the base creature plus the following special qualities.
Fast Healing 5 (Su)
Transforming Word (Su): A word of significance to the original creature functions as an on/off switch for the effects of the Heart (and the template) when spoken aloud by them.
Ageless (Su): Creature receives no penalties to physical ability scores for aging, and loses any penalties they may have accrued.
Damage Reduction (Ex) 20
Spell Resistance (Ex) 15
Abilities: Con becomes 20.
Saves: Fort +6
Skills: A Heart of Wax gains a plus 8 bonus to Heal and Intimidate.
Challenge Rating: Same as base creature +4.
Alignment: Any
Advancement: By character class
Level Adjustment: +6
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The Variations
The Seneschals have conducted thousands of experiments throughout the many worlds of the Prime Material, and they have employed multiple permutations of the original experiment to examine the results. The basic form of the Experiment is as follows:
1-Seneschals arrive in a city, and select five Heartbearers.
2-The Heartbearers manifest powers.
3-The Seneschals sit back and enjoy the show until,
-For whatever reason they decide to take back the hearts (and Templates)
-The Heartbearers all die
-The Heartbearers willingly give up their hearts (and Templates)

However, there are quite a few variations on this. First, depending on the concentration of power from magical (or similar) means in the world, the Experiment may be conducted on a very large scale (an entire world) or very small scale (a small village). The Experiment seems to be best conducted in a setting where the Heartbearers find themselves easily able to dominate most opposition. The heart (so to speak) of the excercise seems to be observing the reactions of perfectly ordinary individuals when they are given demi-godlike power. Another variation lies in the amount of interference the Seneschals allow themselves. Usually they restrict themselves to observation, but they have been known to do things like removing a Heartbearers powers early, or even manipulating events to make Heartbearers friends or foes, or to introduce powerful enemies. It is unknown if these are the actions of renegade Senschals (if such a thing is possible) or the planned steps of some manner of detail-oriented experiments. Above all, neither the original nor current purpose of the Experiments is known, if any purpose beyond the aquisition and study of the data ever existsed.

Optional Rules
*Nigh-Invincible: The Heartbearers damage resistance increases to 15 (Heart of Wax to 25), they all recieve Spell Resistance 15 (Heart of Wax 20) and they all recieve the Fast Healing 8 ability.
*Vulnerbility: Heartbearer is affected as normal (without DR or SR, cannot Fast Heal) by:
Smoke- Gaze attacks.
Rust- Any magically based ability/energy drain.
Glory- Epic weapons.
Sand- Charm effects.
Wax- (special) Hearts of Wax can be transformed back and forth by others who speak their secret word trigger used in the Transforming Word ability.
*Heart Collector: Heartbearers attack and affect other Heartbearers as if they had no DR or SR and cannot Fast Heal the damage (Hearts of Wax instead have all these abilities halved). In addition, if a Heartbearer succeeds in killing another, they may claim the Heart as their own. They recieve all the effects of the template, though nothing stacks, instead they overlap.
*Alter-egos: All Heartbearers recieve the Transforming Word ability. In addition, they may only remain in their Templated form for 24 hours maximum, before transforming back automatically. If they remain "Template-less" for 1 hour, they may assume their Template form again for 1 hour, if they remain Template-less for 12 hours, they have 12 hours of "Template time" to "spend", and so forth (to a maximum of 24 accumulated hours).
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Game Notes
The Experiment and its components can be taken in several different directions. The intention when I was writing this was to envision the "Gift" as something incredible given to someone who really needs it. The "extraordinary abilities given to ordinary people" angle naturally suggests the superhero genre, something that I think has some promise within the D&D framework. I would recommend the Experiment for games that focus less on typical hack and slash, and players who are mature enough to handle psychological themes, mostly because the balance issues of the Experiment could break a normal D&D game of wizards and dragons and treasure into a bazillion pieces (which, of course, might be quite enjoyable). If I were running a game, I would probably use the Experiment by itself as its own game to best control the situation and balance issues.

To anyone out there-- I desperately need help on CR and LA.

Here are some possible plothooks.

*Many years ago, the capital city was aflame with the daring exploits of a band of heroic Hearts who effectively rid the city of the crime and corruption it was previously renowned for. However, once this task was accomplished, the five heroes' friendship fractured. One became a demagogue, seizing political power for himself. Another degenerated into a life of petty hired heroism and drunken oblivion. Yet another went mad with power, killing hundreds in the city until brought down by his erstwhile friends. One of them left the city behind, determined to find another purpose beyond the city walls. The last was slain in the effort to subdue his friend's murderous rampage. A hundred years have passed and the Seneschals have decided to intervene. Will they offer the Heartbearers' mantle to new heroes? Will the new heroes prove themselves worthier of the power?
*The continent is at war. Many factions vie for advantage in the awesome conflict. Suddenly, five mythic heroes arise from different sides of the conflict. Will they fight for their faction's cause? For peace? For themselves?
*The sleepy village of Palewood rarely has much excitement. Now and again, a traveling conjuror passes through to amuse the children with cantrips and gather mushrooms that grow in the nearby forest of the same name which make decent components for some spells. Other than that, Palewood is exactly like every other remote town in the Empire (or Kingdom).
Or at least it was.
The Seneschals have come to town. They are looking for candidates. Will our heroes accept? And what will be the fate of a sleepy village like Palewood when its people realize that Gods walk among them?
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Bearofbadnews
2006-12-22, 02:58 AM
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Sample Character Background

Ophiel Featherswaight, the Heart of Glory.

Ophiel was the first selected by the Seneschals to bear the Heart of Glory. He had been living with his mother and siblings in a shack behind a successful fruit merchant's shop. Every day he went to work selling dates in the employ of the merchant's son. His father had been a respected member of the City Guard and died in a raid by the Guard on a local smuggling gang when Ophiel was quite young. When he unexpectedly found himself in possession of strange new abilities, he immediately set out to prove himself worthy of his father's legacy-- swearing to rid the city of crime. One of his first targets was the powerful Cartel that had grown from the very gang that the Guard had tried to shut down those many years ago. He interrogated those who were the public faces of the syndicate, disrupted deals, and destroyed bases of operations of the group for weeks. That is, until the day the Boss of the Cartel came calling. He walked into Young Featherswaight's home and suggested that the two have a chat.
He spoke persuasively about his role as a businessman, simply making a living providing people with goods at a discount by avoiding the heavy city tariffs. He lauded the boy for his bravery and strength, and suggested that he would very much like a man like that in his employ. He made promises to watch out for Ophiel's family, to ensure that they would never want for bread again. Most of all, he gave the boy the respect and attention he had so desperately hoped for all his life.
Ophiel has since made enough money to move into a real house with his family by providing muscle for disputes with rival gangs. The Boss is careful to keep him close and happy, but it's easy to see that as the Cartel begins to threaten the City Government itself for supremacy, conflict with the Guard is inevitable. The bribes and backroom blackmails will not hold them long. Not this time. Ophiel will soon be faced with a choice between following in the footsteps of his father and truly embracing the criminal life of his mentor. Meanwhile, the word on the street is that there are others like Ophiel, ordinary people who suddenly found themselves with extraordinary powers. The time to stand up and be counted has come. Which path will Ophiel take? And whose side will he be on?
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Idless
2006-12-31, 08:20 AM
This is awesome stuff... very creative... elabroate, and an amazing amount of work.

well written, I love the sketches...

No comments on the rules/mechanics as I know nothing of it ;)

...Idless