Editing Seneschals of the Living Pantry
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'''Joining:''' As is fitting for this gristly entitlement, the initiation rite for the Seneschals is short and bloody. The interested party must merely locate and capture a supernatural creature and return it alive to a location designated by his patron. Once there, the other Seneschals welcome their new brother by feasting on the creature that was brought in. He is then properly sworn into the order, signing the contract in a mix of his own blood and that of his first kill for the order. | '''Joining:''' As is fitting for this gristly entitlement, the initiation rite for the Seneschals is short and bloody. The interested party must merely locate and capture a supernatural creature and return it alive to a location designated by his patron. Once there, the other Seneschals welcome their new brother by feasting on the creature that was brought in. He is then properly sworn into the order, signing the contract in a mix of his own blood and that of his first kill for the order. | ||
- | '''Mien:''' The | + | '''Mien:''' The Barons have no dominant dress code, although they often wear clothes that can take a beating. Most common are leather jackets, often stained red by their victims. Often, they carry tokens from their more notable meals: werewolf teeth, some little trinket a magus was wearing, or even part of a ghost’s fetter. Physically, the easiest way to spot a Seneschal is by the scent of blood on them; as their Wyrd grows, the smell increases until it nearly overpowers those who catch a whiff. Also common is a change in hair color (or scales, feathers, or what have you) to a deep blood red. |
'''Background:''' Most of those who join the Seneschals already acquired a taste for blood from their time in Arcadia; thus, those most likely to join are Ogres and Beasts, although some of the more gristly kiths from the other seemings are occasionally seen. While some have ties to the courts, most are courtless thanks to their views on most people being more food source than companions. Many of the Seneschals already had a low Morality even before they became Lost, having no trouble with bloodshed. Some Seneschals, however, were more interested in the acquisition of power than with mere killing, and the ability to take power from others is what brought them to the order. | '''Background:''' Most of those who join the Seneschals already acquired a taste for blood from their time in Arcadia; thus, those most likely to join are Ogres and Beasts, although some of the more gristly kiths from the other seemings are occasionally seen. While some have ties to the courts, most are courtless thanks to their views on most people being more food source than companions. Many of the Seneschals already had a low Morality even before they became Lost, having no trouble with bloodshed. Some Seneschals, however, were more interested in the acquisition of power than with mere killing, and the ability to take power from others is what brought them to the order. | ||
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'''Action:''' Instant<br> | '''Action:''' Instant<br> | ||
'''Mien:''' When activated, the steel brightens and gleams in the light, with blood stains rapidly forming and fading.<br> | '''Mien:''' When activated, the steel brightens and gleams in the light, with blood stains rapidly forming and fading.<br> | ||
- | '''Drawback:''' | + | '''Drawback:''' While wearing the teeth, the Seneschal exudes a sense of wrongness so strong that it turns the stomach of lesser men. Those within five feet of the Seneschal must succeed a (Stamina + Resolve – Seneschal’s Wyrd) roll or retch into the nearest garbage receptacle for the next minute (or two turns in combat).<br> |
'''Catch:''' To quicken the fusing and reduce the cost, a Seneschal can take a lethal damage as the teeth dig deeper into their mouth.<br> | '''Catch:''' To quicken the fusing and reduce the cost, a Seneschal can take a lethal damage as the teeth dig deeper into their mouth.<br> | ||
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