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Cults of G.. - Index of - Free

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Humakti Gifts and Geases<br />

All gifts and their associated geases are based on the same truth; by properly emulating his god, an<br />

initiate becomes more like Humakt. The recipient can choose whatever gift he desires but he must<br />

also assume the concurrent geas. The geases taken by a Humakti may have great or little impact on<br />

his adventuring life.<br />

A gift may be taken more than once, so long as the geases are not duplicated. Thus, a Sword could<br />

add +25% to his Weapon skill with a cult weapon type by forbidding himself the use <strong>of</strong> five different<br />

kinds <strong>of</strong> weapons. ‘Cult Weapons’ are defined as all 1H/2H swords, daggers and rapiers.<br />

Gift Geas<br />

+5% to Weapon skill with a cult weapon type Never use one type <strong>of</strong> non-cult weapon<br />

+20% in a cult-related non-combat skill (e.g. Remain silent one specified day per week.<br />

Athletics, Craft (Weaponsmith), First Aid,<br />

Perception, Ride)<br />

This silence includes casting spells<br />

Increase a trainable characteristic by 1 point Pay double tithing each holy day (a character<br />

taking this geas twice would pay a triple tithe,<br />

increasing by a single multiple each time the<br />

geas is taken)<br />

Increase a non-trainable characteristic by 1 point Sacrifice one point <strong>of</strong> POW to Humakt each<br />

year<br />

Increase the AP <strong>of</strong> a specific weapon by 50% Never lie<br />

+4 effective CON when resisting poison or disease Never use poison<br />

Gain Detect Undead ability as per the rune spell by Use no non-cult magic spells <strong>of</strong> any kind. The<br />

simply concentrating. It has no magic point cost Humakti can only use Divine and Cult Spells<br />

taught by Humakt.<br />

Bless specific weapon to do double damage after<br />

penetrating armour against a chosen species<br />

Accept no Rune Magic Heal spells<br />

Bless a specific weapon to do double damage once<br />

armour is penetrated<br />

Accept no magical healing at all<br />

Bless a specific weapon to do double damage once Wear no armour over the same specified hit<br />

armour is penetrated upon striking a specified hit<br />

location<br />

location<br />

Recover fatigue at double normal rate Drink no alcoholic beverages<br />

Recover Magic Points at double normal rate Never refuse a challenge to one-on-one<br />

combat<br />

33<br />

Divine <strong>Cults</strong>

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