Calderone del Troll - Espresso

Demonologist and Angelologist - two backgrounds for Cairn 2e

Here is my contribution to Vecchio Carnevale Blogghereccio of January, themed around... ANGELS AND DEMONS! Vecchio Carnevale Blogghereccio is a shared blogging project hosted every month by a different blog, which chooses the theme for everyone's contributions, go read the call, . This month it is hosted by my blog, Il Calderone del Troll (the presentation post is on the original blog, you can find it here).

I decided to contribute to the theme with two classes for Cairn.

Demonologist

You have pored over screaming tomes written by men driven mad, and studied ancient circles carved into stone. Once or twice the object of your study nearly crossed the threshold. Nearly.

Starting Equipment

What was your first evocation?
1 Ilymandra of the Night. You see in shades of blue and violet in complete darkness. Small creatures of the night (moths, bats, mice, cats) feel at ease in your presence, and by marking 1 Fatigue you may give them simple commands.
2 Artagox the Jailer. If you land a killing blow on an extraplanar creature, instead of slaying it you may trap it within your ceremonial weapon (it can hold no more than one creature at a time). When you address it a question, roll 2d6: if the two dice show different numbers it is compelled to answer you to the best of its ability; if they show a double it breaks free at full strength. Extra use: when you wield the ceremonial weapon you may deal Enhanced damage, but immediately roll to see whether the prisoner breaks loose.
3 Syv-mater the Spider Mother. Eight spider legs may burst forth from your back, allowing you to walk on walls and rendering you a hideous sight. Mark Fatigue when you use this power.
4 Udamaar the Golem-Maker. You gain the services of a demonic familiar (3 HP, 5 STR, 12 DEX, d4 damage; you may cast spells through it, suffering 1 extra Fatigue).
5 Fgh-kalim-rsht the Mad Scribe. You may memorise a spellbook (it occupies no inventory slot, but casting the spell still costs Fatigue as normal). You may memorise further books, but each time you do so roll 1d6: on a 1-in-6 you are transformed into a Yellow Archivist (1d6 HP, 2d4 STR, 2d6 DEX, 3d6 WIL), a small construct of parchment and ink fused into a saffron-coloured gelatinous mass. Your arcane memory resets, and two bony, ink-stained arms appear from nowhere, pressing 1d6+1 random spellbooks into your hands.
6 Ereshu Korla the Ageless. You may appear far older or far younger than you are. Roll 1d20 each time you use this power: on a 1-in-20 your new appearance becomes permanent.

and

At which secret Order did you learn the occult arts?
1 The Thousand Arts of the Marilith. You possess a pair of prosthetic arms (tag: Bulky) that allow you to wield multiple weapons and tools at the same time.
2 The Watchers of the Great Well. An arcane eye has been tattooed upon your forehead. Mark Fatigue to reveal invisible objects and illusions.
3 The Knights of the Green River. You possess an infernal steed (6 HP, 14 STR, 14 DEX, d8 on a charge) born in the lower planes. When it dies it vanishes in a cloud of embers and may be summoned anew after 19 days (a number sacred to the Knights of the Green River).
4 The Children of the Pale One. While you wander under the light of the moon you gain 3 Armour. You may always transform yourself into a moth (the size of a cat) by marking Fatigue.
5 The Church of Exile. You have betrayed an order devoted to the study of angels. Roll on the Angelologist's "Which religious Order do you serve?" table. Which Order did you serve, in your case.
6 The Circle of the Rust Bell. When damage from a metal weapon does not reduce your HP to 0, you curse that weapon. Each time it is used to attack, roll 1d6: on a 1–2 the blade is devoured by rust in an instant before it can land its blow.

Angelologist

Intoxicated by incense and choral song, your mind wandered along pearlescent stairs and golden schemata. At last you found the Word, radiant as the Sun and mighty as thunder.

Starting Equipment

The Word. Every Angelologist possesses a Word, a divine verb. To use it they must mark Fatigue, and may either inscribe it or speak it aloud, with different effects. Each Word imposes a Constraint upon the Angelologist who knows it. In the first background table the two effects are separated by the symbol //.

Inscribing a Word takes 1 Turn, and Words inscribed upon objects dissolve after 3 Turns (18 rounds in combat). Breaking the imposition of a Word may be perilous: if you do so roll 1d6; on a 1–2 you permanently lose 1d6 WIL.

Against which angel did you debate and prevail? Which Word was bestowed upon you?
1 Vitreous. Vision: the object becomes invisible or visible // you perceive invisible objects and creatures. The Word imposes: you may not become invisible.
2 Sunset. Burning: the object becomes white-hot without being destroyed // you conjure a small flame within 6 metres or in your hand. The Word imposes: you may not handle ice.
3 Eternal. End: the object dissolves into ash // the target creature is forever barred from rebirth or undeath. The Word imposes: you may not be healed by magical means.
4 Whisper. Silence: all sounds within 2 metres of the object are muffled // you dissolve a spell the moment it is cast. The Word imposes: you may not shout.
5 Choir. Song: the object records every word spoken in its immediate vicinity // a succession of dissonances fills the air, rendering all attacks Impaired for the next round. The Word imposes: you may not damage or touch a musical instrument.
6 Iridescent. Mutation: the object changes one of its properties // you alter your own features (your size may not change). The Word imposes: you may not steal an identity.

and

Which religious Order do you serve?
1 The Amaranth Tower. You possess a horn of glasslight that purifies food and water.
2 The Dreamer's Sanctuary. A mask of black iron allows you to witness the dreams of mortals whilst they sleep.
3 The Church of the Hundred Ways. The symbol of the holy pilgrim makes you welcome in most settlements. Whosoever denies you free passage shall be tormented in their sleep for 1d20 nights.
4 The Rejected Congregation. You possess an arcane blade (d6), woven with an unorthodox enchantment: it deals Enhanced damage to extraplanar creatures. The third time it inflicts maximum damage it shatters.
5 The Custodians of the Dead Sun. You possess a light-eater stone, which when bared to the air casts magical darkness all around.
6 The Third Choir. You may transform yourself into silvery mist by marking Fatigue. If your inventory is full this power is denied to you, for the art of mist-weaving demands a light step and unburdened shoulders.

#OSR #Vecchio Carnevale Blogghereccio #cairn #english