Saturday, July 19, 2025

Riastarthae

 



Riastarthae


The famous “Warp Frenzy” of the Celts. This Character is touched by the ability to enter a Warp Frenzy during battle. Whenever wounded, faced by an unequal fight, or otherwise enraged (DM's discretion), the character can attempt a saving throw vs. Death. If the save is successful, the character goes enters the Warp Frenzy. If the save is failed, the character can try again the next round, for up to 10 consecutive rounds. At the end of the 10th round, the character automatically enters the Warp Frenzy. The Warp Frenzy confers the following advantages and disadvantages:


The character's Strength increases by 2 points/Level. The Character gains all appropriate bonuses according to their new temporary Strength score.


The Character gains 2 additional Hit Points per level. The hit points do not heal existing wounds, they are simply added to the current total as a temporary pool. These additional Hit Points may cause the Character to exceed their normal maximum. These Hit points are also the first lost.


The Character gains a damage reduction of 1 point/3 levels of experience, thus 1 at level 1, 2 at level 4, 3 at level 7, etc.


The supernatural nature of the Warp Frenzy alters and contorts the body in different ways for everyone that experiences it. No part of the body is safe from these alterations, muscles may move to different parts of the body, parts may literally turn inside out, eyes might sink in, pop out or both. Teeth, hair or nails might grow, alter shape & consistency, and/or move. It is universally grotesque, and may cause a morale check in some enemies.


While experiencing the Warp Frenzy the Character may not be still. He must move around the battlefield, he gains a faster movement rate (+3”), and will be hopping from foot to foot even while engaging in melee. Further, the Character must engage in melee combat every round. The Character may choose his opponents, but he must always enter melee within 2 rounds while in the Warp Frenzy. Failure to engage in melee within 2 rounds will cause the Character to attack the nearest combatant, friend or foe. Once engaged in melee combat, the Character cannot change opponents until the current opponent is slain or flees and cannot be followed.


While in the Warp Frenzy the character cannot voluntarily retreat from melee, cannot fail a morale check, and is immune to fear effects.


A Character may attempt to end the Warp Frenzy by making a saving throw versus Spells. If the character is physically restrained by friends, immobilized by other means, or doused in cold water, they get a +2 bonus to the saving throw.


When the Warp Frenzy leaves a character, they must make another saving throw versus Death. If the Saving Throw is failed, the character loses 5 points of Strength (in addition to the 2 points/level granted temporarily by the Warp Frenzy). The lost Strength is recovered at the rate of 1 point per turn of complete rest. No Strength is recovered until the character can rest completely, and the Character may not re-enter the Warp Frenzy until Strength has returned to it's normal level.

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