Sunday, January 1, 2012

Ske'bothugoth - A Psychic Path Of Madness & Infernal Enlightenment



The O'loth colony of  Gethera'A 1 discovered these lifeforms quite by accident & were infected by them. These creatures will open doors of perception within the humanoid mind when exposed to the rigors of space. Sometimes these doors can lead to places where humans weren't meant to travel. Those who do so risk possession by entities from beyond time & space itself. 
Those who submit to the sacrament of the O'loth are taken aboard a craft about to enter hyper space.They are strapped to the bow after being infected with the Phomekenaug drug ( the above pictured lifeforms). The victim is strapped in for 1d4 days as the space craft makes it journey across the non dimension of space sometimes passing through several layers of the Outer Darkness. 
The victim has vivid hallucinations  while his brain is being rewired by the drug. New neural pathways are being worked throughout the victims brain. The victim is also open to possible possession from beyond the pale & the Abyss. Those who  to the process & are deemed weak are executed. An explosive collar is placed on the victim. There is only a 20% of possession during the rite
 Random Demon Table Roll 1d6 
  1. Incubus/Succubus 
  2. Type 1 
  3. Type II 
  4. Type III 
  5. Type IV 
  6. Type V  

Ske'bothugoth - A Psychic Path Of Madness & Infernal Enlightenment 
  1. Senses of  The Abyss -Level 1 The Psychic is able to navigate the folds of time & space with easy. His mind & senses gain +1  to all space based navigation skill checks. Spot Traps & Hidden Passages works for space as well. 
  2. Walk The Eddies  Level 2 The User is able to blink three times per day now disappearing right out of the local space time continuum. The user can teleport as well once per day without error. 
  3. Designs of The Damned Level 3 - The user is able to detect invisible beings against the greater reality & once per day pull someone into a side space pocket that only they can find. 
  4. Merge With The Machine Level 4 - The user is able to merge with any inorganic component equal to the mass of their arm. They may incorporate tools or machines as part of their bodies gaining +1 on hand to hand damage or +1 on other rolls. The use of this power causes the bodies healing rate to suffer. Spells & the psychic powers of healing will not work while this power is in effect. 
  5. Insights Of The Insane Level 5 - The user is able to perceive forbidden vistas of reality now. The may in effect cause a spell like effect as symbol of insanity to those around them. 
  6. Flesh of The OH'yhri Level 6 - The flesh of the user becomes an instrument of the will. The user gains +2 on all hand to hand attacks as he is able to mold weapons,claws,etc The user gains new flesh as he pulls power from within & without 

2 comments:

  1. I'm constantly amazed by the baroqueness of torments you come up with to inflict upon players. :)

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  2. I do try to come up with something unpleasant to inflict upon them. I'm mostly using using these for NPCs at the moment. Thanks for the comment & yeah I love to torment them with various things that aren't in the AD&D Player's Handbook. Thanks for the comment & stay tuned there will be more!

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