Knights of the Hyades: (Hyadian Knight)
Pronounced: Goo - Ah - Yaj * Ah * Mah - Roo
Old Yhtillic: "Gua'Yaj Ah Mahru".
Mahru: Old Yhtillic name for the "Hyades".
Gua'Yaj: Old Yhtillic name for "Knight".
Pronounced: Juh - Kar - e * Ahs * Mah - Ra
Carcosan Black Man: "Juskari Ahs Mahra".
Mahra: Carcosan Black Man for the "Hyades"
Jukari: Carcosan Black Man for the ancient proper term for Knight, instead of "Juskar" being of "Tribal Knight" or "Most Loyal One".
NOTE: Gaunt Men CANNOT become "Knights of the Hyades", as they are Cursed by the King in Yellow. Carcosan Humans, Half-Humans and Irrationalist Space Aliens are best suited for this character class.
D&D Equivalent Class:
Elements of Anti-Paladin.
Description:
These are warrior cultists of Hastur the Unspeakable. At advanced enough levels, they haunt the star systems of the hyades cluster spreading chaos and bringing other civilizations into the control of Dim Carcosa & Hastur's influence. This order has been taking advantage of alien technologies for hundreds of years and as the knight gains levels, he/she will develop understandings of technology not available to most Hydian Schism character classes, save Artificer (Mad Scientist) and Robot/Alien characters. This character class will find themselves at odds with Cultists of Order and Reclaimers characters due to drastic differences in ideology, but it is not impossible to have them find a reason to travel together, at least in the beginning...
The Knights of Hyades have many of the basic combat abilities of Warriors, but do not have access to the more powerful combat maneuvers and do not have as many hit points as a the Warrior. This is to balance out the powerful abilities they develop.
Inspiration:
The Knights of the Hyades were a re-occurring villain group in a GURPS space/Cthulhupunk crossover campaign I ran back in 2003. They raided the space lanes and colony worlds near Aldebaran riding Byakhee. It seemed only fitting to convert them into an available character class for the Carcosa setting.
Class Specific Bonuses per level:
Level: Bonuses:
***********************************************************************************************************************************
First Level:
1 Title: []
Action Combat Dice: D20
Affiliation Modifier:
Attributes: STR+ 2, CON +1
Bonus Skill Points: N/A
Class Abilities: Basic Double Weapons, Immunity to the Gaunt Effect,
Class Upgrades: N/A
Combat: +2 Melee Hit Rolls, +1 Range Hit Rolls, +1 Parry,
Hit Points: 1D4+6+(CON modifier)
Sanity: +2 (+WIS Modifier)
Saving Throws: +1 Reflex Save, +2 Fortitude Save,
Skills: +1 Survival, +2 Physical,
Specializations: +1 Lifting (Physical), +1 Bend Bars (Physical),
Weapon Proficiency: +2 Weapon Proficiencies,
------------------------------------------------------------------------------------------------------------------
First Level ~ Hyadian Knight Class Abilities:
------------------------------------------------------------------------------------------------------------------
Basic Double Weapons:
If you are not using a Shield & are in light armor, you can use two one handed weapons at the same time. The weapon in the off hand will be at -3 to strike. By default the off hand weapon is smaller of the two weapons unless declared otherwise BEFORE rolling. The off hand weapon also inflicts half damage. At 5th level you no longer have penalty for the off hand weapon & can choose to defend only on an action, you may use the parry bonus of both weapons, though this means absolutely NO RIPOSTE, even on a Critical Parry by use the Defense maneuver.
------------------------------------------------------------------------------------------------------------------
Immunity to the Gaunt Effect:
As a Knight in service to "The King in Yellow", you are immune to the Gaunt Effect of Gaunt Men/Women.
------------------------------------------------------------------------------------------------------------------
***********************************************************************************************************************************
Second Level:
2 Title: []
Action Combat Dice: D20
Affiliation Modifier: N/A
Attributes: N/A
Bonus Skill Points: N/A
Class Abilities: Navigation of Dim Carcosa, Extra Damage Against Gaunt Men, Wind of Invisible Voices,
Class Upgrades: N/A
Combat: +1 Melee Hit Rolls, +1D6 damage against Gaunt Men,
Hit Points: 1D4+6+(CON modifier)
Sanity: +2 (+WIS bonus) SAN points,
Saving Throws: N/A
Skills: +1 Physical, +1 Craft,
Specializations: N/A
Weapon Proficiency: N/A
------------------------------------------------------------------------------------------------------------------
Second Level ~ Hyadian Knight Class Abilities:
------------------------------------------------------------------------------------------------------------------
Navigation of Dim Carcosa:
At 2nd level the knight develops a natural ability to navigate the city streets of Dim Carcosa and is immune to the long term psychological effects of it's exposure.
------------------------------------------------------------------------------------------------------------------
Extra Damage Against Gaunt Men:
At 2nd level the Knight begins to inflict additional damage against Gaunt Men/Women. As you progress in levels you will also gain
lower critical hits against such creatures.
------------------------------------------------------------------------------------------------------------------
Wind of Invisible Voices:
At 2nd level the Knight can call upon the "Wind of Invisible Voices". These are the tormented souls Ancient Yhtill and other cities that
have been consumed by Dim Carcosa. These haunting voices cause distraction, fear and can trigger existing insanities in those who
hear them. **** WORK IN PROGRESS****
------------------------------------------------------------------------------------------------------------------
***********************************************************************************************************************************
Third Level:
3 Title: []
Action Combat Dice: D20
Affiliation Modifier:
Attributes:
Bonus Skill Points: +2 skill points,
Class Abilities: Walk the Waters of Lake Hali, The Unholy Voice, Tales of Dead Eyes,
Class Upgrades: +1 "Knight Class Ability" (Not "Any Class Upgrade"),
Combat: +1 Melee Hit Rolls, +1 Range Hit Rolls, +1 DR, +1 Parry, +1 Initiative, +1 "Free Extra Parry", +1 "Free Extra Dodge",
Hit Points: 1D4+6+(CON modifier)
Sanity: +2 (+WIS bonus) SAN points,
Saving Throws: +1 Reflex Save, +1 Fortitude Save, +1 Will Save,
Skills: +1 Survival, +1 Ride,
Specializations: N/A
Weapon Proficiency: +1 Weapon Proficiency,
------------------------------------------------------------------------------------------------------------------
Third Level ~ Hyadian Knight Class Abilities:
------------------------------------------------------------------------------------------------------------------
Walk The Waters of Lake Hali:
At level three the Knight can walk across Lake Hali, be it in water or mist form at his/her normal movement rate. He/she will not be molested by the native "things" that dwell within the lake.
------------------------------------------------------------------------------------------------------------------
Tales of Dead Eyes:
Difficulty: Base Arcane roll of 12, increased by two per hour the target has been deceased.
Cost: 2 PP
Range: Touch
Duration: Instant
Limits: Can be attempted any number of times a day. (Failed attempts cost no Power Points.)
At level three the Knight can attempt to see the last thing a recently dead humanoid saw by looking into it's eyes. The difficulty increases by two for every hour the target has been dead. You will perceive the last few things the dead saw in seconds based on your level.
------------------------------------------------------------------------------------------------------------------
The Unholy Voice:
At level three the Knight's voice takes on an unnatural quality. The player can determine how it sounds, but it grants the ability to speak as if via telepathy to targets even "Silenced" areas (via sorcery for example) or the void of space. The target must be line of sight and within 10' feet per level of the Knight. (1000' per level of the Knight in space.) You cannot voice activate objects in a silenced/vacuum area, but you can communicate even with Undead and Sentient Robots via this method.
------------------------------------------------------------------------------------------------------------------
***********************************************************************************************************************************
Fourth Level:
4 Title: []
Action Combat Dice: D20
Affiliation Modifier: N/A
Attributes: +1 STR,
Bonus Skill Points: N/A
Class Abilities: Mists of Lake Hali, Take Of Your Mask, Cold of the Void,
Class Upgrades: N/A
Combat: +1 Melee Hit Rolls, Melee Critical against Gaunt Men on Natural 19+, +1D4 Unarmed Damage,
Hit Points: 1D4+6+(CON modifier)
Sanity: +2 (+WIS bonus) SAN points,
Saving Throws: N/A
Skills: +1 Stealth,
Specializations: N/A
Weapon Proficiency: N/A
------------------------------------------------------------------------------------------------------------------
Fourth Level ~ Hyadian Knight Class Abilities:
------------------------------------------------------------------------------------------------------------------
Mists of Lake Hali:
The Knight is able to call forth a ghostly mist which impairs the vision of those within, except him/her and Companion Byakhee, if present. Other Hastur cultists or Knights of the Hyades are immune to the effects of this. This will work in space as well, appearing as a nebulous gas cloud, providing a difficulty to hit, as it also interferes with targeting scanners due to it's extra dimensional nature. The penalty to hit the Knight is -1 for every three full levels that he/she possesses. Area of effect is 30' radius, plus 10' per level of the Knight. In space this is 300' yard radius, plus 100' per level of the Knight. This can be performed once per three full levels of the Knight, per day and has a duration of 1 melee round per level of the Knight.
------------------------------------------------------------------------------------------------------------------
Take Off Your Mask:
Difficulty: Arcane roll of 18+
Cost: 3
Range: 5' radius per level of the Knight.
Duration: 1 melee round per level of the Knight.
Limits: Can be attempted once per three full levels of the Knight per day. (Failed attempts still count, but cost no Power Points.)
At level four the Knight gains the ability to make others remove their disguises and reveal their concealment if they are hiding if they are within range of this power's effects. Targets get to make a Will save with a penalty of one for every three full levels of the Knight. Anyone disguising themselves, wearing a helmet or mask that conceals their face will be compelled to remove such items. makeup and face paints will dry, fleck away into dust. Those hiding will be revealed as if a pallid yellow spotlight had illuminated them. No one within the range who failed their save can reconceal themselves for the duration. All back stabs and surprise attacks within the area for the duration will also fail.
NOTE: If your character has the Cultural Background that believes their mask is their face, they receive a +3 to save against this power or if they have an insanity of the same type.
At level eleven this ability upgrades. Those who fail their saving throw must also make a Fortitude check at the same penalties as above or be forced to remove their own face which has become solidified into a pallid yellow fragile clay mask, immediately reducing their BEA by 2D4 to a minimum of 3. Please note that allies within range are also affected by this.
------------------------------------------------------------------------------------------------------------------
Cold of the Void:
When in the presence of others, they will feel cold as the temperature feels to have dropped ten degrees Fahrenheit per three full levels
of your Knight. The radius of this effect is ten feet per three full levels of the Knight.
This upgrades later to "Leeching Fingers of Freezing Space"
------------------------------------------------------------------------------------------------------------------
***********************************************************************************************************************************
Fifth Level:
5 Title: []
Action Combat Dice: D20
Affiliation Modifier: N/A
Attributes: N/A
Bonus Skill Points: N/A
Class Abilities: Currency of the Soul, Mark of the Yellow Sign, Unholy Presence, Move Between Carcosa Domains,
Class Upgrades: +1 "Any Class Upgrade" (Not Knight Class Abilities),
Combat: +1 Melee Hit Rolls, +1 Range Hit Rolls, +1 Dodge, +1 Parry, +1 Melee Attack Action,
Hit Points: 1D4+6+(CON modifier)
Sanity: +2 (+WIS bonus) SAN points,
Saving Throws: N/A
Skills: +1 Craft, +1 Lore, +1 Physical,
Specializations: N/A
Weapon Proficiency: +1 Weapon Proficiency,
------------------------------------------------------------------------------------------------------------------
Fifth Level ~ Hyadian Knight Class Abilities:
------------------------------------------------------------------------------------------------------------------
Currency of the Soul:
At level five the Knight can attempt to trap the soul of a target into a coin. Such is the currency of Dim Carcosa's Markets. The knight must be holding the coin in one hand and using a one handed weapon or an ability which would not prohibit the holding of said coin. The Knight must him/herself must have personally dealt the killing blow, immediately followed by the unholy curses of your God King. (Which means you cannot be engaged in combat for 3 melee actions, minus one per five levels of the character. The target may attempt a saving throw, but will have a penalty of negative one for every level/HD you have that exceeds theirs.
------------------------------------------------------------------------------------------------------------------
Unholy Presence:
At Fifth level, the Knight's very presence begins to have a noticable effect upon his/her surroundings.
Within ten feet per three full levels of the Knight, children wake from nightmares and cannot sleep,
small insects die, plants will start to slowly wither, adults sleeping will be plagued by nightmares
and animals will become fearful of you, with a -2 reaction per three full levels of your Knight.
Larger, but not Giant insects will attempt to flee the area your Knight is influencing. Undead,
Gaunt Men and Grave-Kin who travel with you will not be distressed by this and if they camp/rest in
your presence they will find they recover hit points and fatigue at one level higher rate due to this.
------------------------------------------------------------------------------------------------------------------
Move Between Carcosa Domains:
Difficulty: Arcane roll of 15+ (+1 per extra individual in contact with you.)
Cost: 4
Range: Self plus those within range if you choose.
Duration: Instant.
Limits: One per day, per three full levels of the Knight.
At Fifth level, the Knight has gained the ability to transcend the barriers between Dim Carcosa and the District Domains within the City
of Carcosa. In addition he/she may transcend the barrier where Dim Carcosa and the Dreamlands meet. Please note this power will NOT
allow you to move between the Dreamlands and the Waking World.
This ability allows allies within ten feet radius of you (per three full levels of the Knight) to avoid the "Carcosa Effect" and keep their
perceptions normalized and not randomly disappear to another part of Dim Carcosa. The number of allies taking advantage of this is
only limited on the space covered by your character level in radius from you. To have them move with you, they must be in physical
contact with you either directly or via a chain of one connected to another connected to you for example. Those not connected to you
but within the radius must make Will saves or be left behind when you move between domains.
Please note that hostiles within range can still transport with you by use of this ability unless you choose to only transport yourself.
You cannot be selective of targets within range. All or none (but yourself) are affected.
------------------------------------------------------------------------------------------------------------------
Mark of the Yellow Sign:
Difficulty: Arcane roll of 15+
Cost: 3
Range: Touch
Duration: One day per level of the Knight or Special [See below]
Limits: Can be attempted once per three full levels of the Knight per day. (Failed attempts still count, but cost no Power Points.)
At level five you can once per three full levels of the Knight, attempt to inflict the "Mark of the Yellow Sign" upon a target. You must successfully strike the target. Only those contained in a full environmental suits with a helmet, such as the armor of the space aliens may ignore this effect without a save. Otherwise target so struck must make a Will save or have the Mark of the Yellow Sign appear upon their forehead. It lasts for one day per level of the Knight who inflicted it and the penalty to save is equal to minus one per every three full levels of the Knight. Each night the target will have feverish nightmares with a suicidal drive to find Lake Hali and throw themselves into it as a sacrifice to Hastur. On any day that the target is so afflicted he/she will not regain any lost hit points or power points from these feverish nightmare inflicted nights. Each evening the afflicted must also make an unmodified Will check, or he/she will in fact find the shores of Lake Hali and plunge themselves within to it's misty surface. The victim will become a souless automaton who will become gaunt, faceless and turn a pallid yellow in color. It will easily be mistaken for a Gaunt Man/Woman but will be more like a White Lotus Zombie who is now a mentally controlled thrall of the Knight who inflicted the Mark upon it. The Knight can create as many of these as he/she desires over time, but can only mentally control as many as the Knight's INT score at any given moment at a time, though the others can be running off past simple commands, such as protect door, stay here, walk towards sun, etc... The Knight can also only mentally control Thralls as a distance of one (10 mile) Carcosa Hex per level of the Knight. You may also see and speak though a single thrall within range with concentration and doing NO other tasks at the time. The "see" and "speak" like Gaunt Men. Any and ALL thralls created via this method only count as ONE on maximum number of bound entities.
------------------------------------------------------------------------------------------------------------------
***********************************************************************************************************************************
Sixth Level:
6 Title: []
Action Combat Dice: D20
Affiliation Modifier:
Attributes: +1 to CON or DEX (Choose One)
Bonus Skill Points: +2 skill points,
Class Abilities: Studies of the Alien Machines, Byakhee Companion, Hunger of Madness, Him Who Eats Time
Class Upgrades: +1 "Knight Class Ability" (Not "Any Class Upgrade"),
Combat: +1 Melee Hit Rolls, +1 DR, +1 Initiative, +1 "Free Extra Parry", +1 "Free Extra Dodge", Disarm on Natural 20,
+1D6 damage against Gaunt Men,
Hit Points: 1D4+6+(CON modifier)
Sanity: +2 (+WIS bonus) SAN points,
Saving Throws: +1 Reflex Save, +1 Fortitude Save, +1 Will Save,
Skills: +1 Survival, +1 Ride, +1 Influence,
Specializations: N/A
Weapon Proficiency: N/A
------------------------------------------------------------------------------------------------------------------
Sixth Level ~ Hyadian Knight Class Abilities:
------------------------------------------------------------------------------------------------------------------
Studies of the Alien Machines:
At level six you are instructed in secrets of Alien technologies. This will not be anywhere near the level of that of the Artificer (Mad Scientist) class, but will give you a must improved understanding of how to use Space Alien tech when you encounter it, as well as which would be useful in your exploits as an interstellar conquerer. This lowers any difficulty to use such devices by five. The difficulty lowers by ten instead of five at level eleven. This does not provide any bonus for the repair of alien tech, however you do not start with the base penalty either, except conditional penalties.
------------------------------------------------------------------------------------------------------------------
Byakhee Companion:
At level six the Knight seeks out and bonds with a Byakhee companion and mount. The connection is similar to that of a Witch's Familiar. By concentrating he/she can see though it's eyes and both will know if the other is in danger. You both share a telepathic link with a range of one parsec per level of the knight. If within range, both can instictively determine which direction the other is, even seperated by light years distance. NOTE: Byakhee gains DR and HD at certain levels. To be determined...
------------------------------------------------------------------------------------------------------------------
Hunger of Madness:
Difficulty: Arcane roll of 10+
Cost: 1 PP
Range: Touch
Duration: 1D4 melee rounds, plus two more for every three full levels of the Knight or until target's SAN is drained to zero.
Limits: Power Points cost.
Saving Throw: Will, minus one for every three full levels of the Knight.
At level six the Knight begins to feel the horrific empty howling of the very essence of Dim Carcosa chewing away at his/her sanity.
Once per week you must consume the sanity (SAN) of a humanoid sentient or you will begin to lose 1D6 SAN per day until satiated.
You must restrain a target, grasping their head with both your hands as black ghostly veins form out of your hands into the head
and mind of the target. SAN is drained from the target at the rate of 1D4 SAN plus one more SAN per three full levels of the Knight.
While the target must be grappled before this power can be employed, if they fail their Will save, they will be stunned for 1D4 melee
rounds. After that they can attempt to save again. If they do, they have interrupted the feeding process and may attempt to break
free from the Hyadian Knight. The Hyadian Knight must consume a minimum SAN of three time their level per week.
At level Tenth, the consumption of SAN (Sanity) is not enough and this becomes "Hunger of the Mind".
------------------------------------------------------------------------------------------------------------------
Him Who Eats Time:
Difficulty: Arcane roll of 15+
Cost: 3 PP
Range: 10' per three full levels of the Knight.
Duration: 1D4 melee rounds, plus one more for every three full levels of the Knight.
Limits: One time per day, per three full levels of the Knight.
Saving Throw: Will, minus one for every three full levels of the Knight.
Description:
By Sixth Level, the Hyadian Knight can call upon the power of "Him Who Eats Time", an aspect of Hastur the Unspeakable and part of the
very essence of Dim Carcosa itself. This power manifests in multiple ways:
* Rapid Aging of Target
* Temporal Stasis of Target
* Forward Displacement of Time for Target
* Lost Actions
******* Work in Progress*********
------------------------------------------------------------------------------------------------------------------
***********************************************************************************************************************************
Seventh Level:
7 Title: []
Action Combat Dice: D20
Affiliation Modifier: N/A
Attributes: N/A
Bonus Skill Points: N/A
Class Abilities: Blood of the Void, Touch of Tatterdemalion,
Class Upgrades: N/A
Combat: +1 Melee Hit Rolls, +1 Range Hit Rolls, +1 Parry, Knockout on Natural 20 with blunt attack,
Hit Points: 1D4+6+(CON modifier)
Sanity: +2 (+WIS bonus) SAN points,
Saving Throws: N/A
Skills: +1 Perception, +1 Stealth,
Specializations: N/A
Weapon Proficiency: +1 Weapon Proficiency,
------------------------------------------------------------------------------------------------------------------
Seventh Level ~ Hyadian Knight Class Abilities:
------------------------------------------------------------------------------------------------------------------
Blood of the Void:
At level seven the knight gains a ritual/miracle which allows him/her the ability to transmute some of his/her blood into an elixer of Space Mead, allowing others to survive the void of space in a torpor. This give the Knight the ability to bring allies with him on any stellar journey. This is treated as Lesser Space Mead. At level ten, the knight's blood will create Greater Space Mead.
------------------------------------------------------------------------------------------------------------------
Touch of Tatterdemalion:
By 7th level the Knight can inflict the "Touch of Tatterdemalion". This can be inflicted by touch or transmitted via weapon. This ability
can be inflicted once per day for every three full levels of the Knight and must be declared before rolling to strike a target. The target is
allowed a Will save with a penalty of one for every three full levels of the Knight. If failed, their clothes degrade to a ragged state and
any worn armor will be reduced by 1D4 QR/DR, +2 more QR/DR for every three full levels of the Knight.
------------------------------------------------------------------------------------------------------------------
Walk the Chains of Prison Moons:
Difficulty: Arcane roll of 15+
Cost: 3 PP
Range: self plus maximum companions all within 10" per three full levels of the Knight when performed.
Duration: One full trip to destination.
Limits: Once per week for every three full levels of the Knight.
Description:
Within the Yhtill Wastes surrounding Lake Hali and the City of Carcosa, the sky is always night, with the moons trapped in the sky as if
time has stood still. (This is similar to the Outcast Sycophant ability of the same name.)
Starting at Seventh level, the Hyadian Knight can attempt the ritual to walk the chains of the prison moons, which will allow a form of
dream-like travel upon them to reach any of the three main visible moons of Carcosa.
The travel time is 6D6 hours, minus one per three full levels of the Knight. Once the Knight has arrived, he/she may either stay in the
dreamlands version of the prison moons or revert to the real world version of said moon traveled to. If the Knight does not have the
"Conversion of the Void" (gained at 9th level) this transition will most likely be fatal, as not all the moons have a sustainable
atmosphere. (To be written up at a later date.) The moon realms of the waking world tend to be held by the Moon Beasts and the
dreamland versions are in dispute between forces of "The Unspeakable" and the Moon Beasts.
You may take one companion with you for every three full levels of your Knight, if they are within ten feet of you (per three full levels
of your Knight) when the ritual is performed.
------------------------------------------------------------------------------------------------------------------
***********************************************************************************************************************************
Eighth Level:
8 Title: []
Action Combat Dice: D20
Affiliation Modifier: N/A
Attributes: +1 STR,
Bonus Skill Points: +2 Skill Points,
Class Abilities: The Dark Apprentice, Leeching Fingers of Freezing Space, Enshroundment of the Black Stars,
Death is not the End,
Class Upgrades: N/A
Combat: +1 Melee Hit Rolls, Melee Critical on Natural 19+, Melee Critical against Gaunt Men on Natural 18+,
Hit Points: 1D4+6+(CON modifier)
Sanity: +2 (+WIS bonus) SAN points,
Saving Throws: N/A
Skills: +1 Influence, +1 Lore,
Specializations: N/A
Weapon Proficiency: N/A
------------------------------------------------------------------------------------------------------------------
Eighth Level ~ Hyadian Knight Class Abilities:
------------------------------------------------------------------------------------------------------------------
The Dark Apprentice:
At level eight you must take on an Apprentice. You cannot gain any more levels as a knight until you have an Apprentice reach 3rd
level. This can be an NPC or another player character. At this point your character should encourage (or intimidate) any new zero levels characters in the group to become your apprentice.
------------------------------------------------------------------------------------------------------------------
Leeching Fingers of Freezing Space:
By level Eight your "Cold of the Void" has upgraded to allow those within the area of effect to be temporarily slow victims by the
paralyzing cold induced by the Knight's presence and cold damage. Even those who make the saving throw will take 1/2 cold damage,
unless immune to such attacks. Target's must make Fortitude saves with a penalty of one per three full levels of the knight and also
takes 1D12 cold damage for every three full levels of the knight. This ability can be performed once per three full levels of the
Knight per day. Please note that allies/minions within the area of effect when performed are NOT immune.
....[incomplete finish]..../.
NOTE: "Enshroudment of the Black Stars" Nullifies the use of "Leeching Fingers of Freezing Space" while it is active.
------------------------------------------------------------------------------------------------------------------
Death is not the End:
Difficulty: Arcane roll of 15+ for each Shade Bound and 20+ for each Wraith Bound.
Cost: 2 per Shade, 4 per Wraith.
Range: Special.
Duration: Permanent until Undead is destroyed or released from binding.
Limits: Binding can only be done during non-combat actions. Limited by number of bound creatures limit amount. Can only bind one
Undead per melee round. Maximum bound per day is one Undead per three full levels of the Knight.
Description:
At level Eight, any sentient humanoid slain within the area of effect of "Enshroudment of the Black Stars" or "Sanctuary of the Black Stars"
has a Knight Level x 2% chance of turning into a Black Star Wraith or Black Star Shade. If this happens you may attempt to bind the new
Undead to your Will. Please note that even deceased allies have the potential to be transformed into Undead if within the area of effect
of the "Black Star" abilities when they perished.
------------------------------------------------------------------------------------------------------------------
Enshroundment of the Black Stars:
Difficulty: Arcane roll of 15+
Cost: 2
Range: 10' Radius around self per three full levels of the Knight.
Duration: One Melee Round, plus one more for every three full levels of the Knight.
Limits: Can be attempted once per three full levels of the Knight per day. (Failed attempts still count, but cost no Power Points.)
At level Eight, the Knight is able to enshroud an area in a mystical darkness that disrupts even the most advanced sensors and light.
While enshrouded by this ability, you cannot be sensed or detected by any form of detection other than the standard senses. This
includes technology, sorcery, miracles and even the disadvantage to be sensed by Lawful types at higher levels. While enshrouded, other such tell tale disadvantages disappear, such as cold radius & other supernatural effects. Only Knights of the Hyades, Byakhee
or Cultists of Hastur can see within this area. All others are treated as being blind within this area and even the Monk (Cenobite)
ability of blind fighting is neutralized within this area. This is due to the other feature. No sound exists within this area save but the
voice of the Knight creating this effect if he/she chooses.
Within the radius of this area laser weapons, fire and plasma weapons will not function. Charges will be expended, but the bolt will
cease to exist outside the barrel of the weapon. For other energy weapons, see below.
* Lasers, Fire and Plasma Weapons are useless.
* Cosmic Ray, Gamma Ray and X-Ray Weapons, Particle Beams and Elemental Projectors inflict normal damage.
* All other energy weapons will inflict minimum damage
This power upgrades to "Sanctuary of the Hyadian Black Stars" at Thirteenth Level.
NOTE: "Enshroudment of the Black Stars" Nullifies the use of "Leeching Fingers of Freezing Space" while it is active.
------------------------------------------------------------------------------------------------------------------
***********************************************************************************************************************************
Ninth Level:
9 Title: []
Action Combat Dice: D20
Affiliation Modifier: N/A
Attributes: N/A
Bonus Skill Points: +2 skill points,
Class Abilities: Tribute of Souls, Conversion of the Void, Limited Access to Cultist Miracles,
Stellar Slumber, Cosmic Ray Blast, +1 Minor Miracle,
Class Upgrades: +1 "Knight Class Ability" (Not "Any Class Upgrade"),
Combat: +1 Melee Hit Rolls, +1 Range Hit Rolls, +1 DR, +1 Parry, +1 Initiative, +1 "Free Extra Parry", +1 "Free Extra Dodge",
Shatter Defenses on Natural 20, Disarm on Natural 19+,
Hit Points: 1D4+6+(CON modifier)
Sanity: +2 (+WIS bonus) SAN points,
Saving Throws: +1 Reflex Save, +1 Fortitude Save, +1 Will Save,
Skills: +1 Physical, +1 Craft,
Specializations: N/A
Weapon Proficiency: +1 Weapon Proficiency,
------------------------------------------------------------------------------------------------------------------
Ninth Level ~ Hyadian Knight Class Abilities:
------------------------------------------------------------------------------------------------------------------
Limited Access to Cultist Miracles:
At Ninth Level, the Hyadian Knight will gain limited access to miracles, starting with one miracle at Ninth Level and gaining another
at levels twelve and fifteen.
The Hyadian Knight cannot use any Lawful miracles or those restricted to a specific rank/level/title of a Cultist.
------------------------------------------------------------------------------------------------------------------
Conversion of the Void:
This ability changes the Knight's body on a cellular level when introduced to the void of space or other vaccuum, taking on a metallic and reflective appearance. In an atmosphere or underwater the Knight can be suffocated and/or drowned, but in space he/she changes to no longer require air and instead "Breathes" in cosmic radiation. In this state, he/she takes minimum damage from radiation based attacks, such as Gamma and Cosmic beam weapons of the space aliens and is completely immune to the effects of radiation. (Such attacks have normal affect when character is in atmosphere.
At Level 12, while in the void of space you will take 1/100th damage against any energy based attack, such as starship weapons, for example. (This is before DR and protects your personal belongings as well.) If you are riding your Byakhee steed at the time, this applies to the steed as well.
------------------------------------------------------------------------------------------------------------------
Cosmic Ray Blast:
Cost: 2 PP per blast
Range: 10' per level in atmosphere, 1000' per level in space/vacuum.
At level nine, the Knight has developed the the ability to fire cosmic rays from either his/her eyes or hands. The color of this blast will be a bright yellow with a pallid yellow aura. It also is treated as a yellow laser for when dealing with Yellow Men, or other target's vulnerable to Yellow lasers.
When the Knight in his/her "Conversion of the Void" form, in space/vacuum, it inflicts 1D12 damage per level of the Knight. In atmosphere this is treated as a yellow laser only, doing less damage (1D6 per level of the Knight), though man size or smaller targets struck by the "In atmosphere" version of this power may make Reflex checks for half damage.
At 12th level this power upgrades allowing any target struck who also fails a Fortitude check to melt into a mess of yellow protoplasm, which as a percent chance equal to the level of the Knight of turning into a Pallid Yellow Pudding which will be loyal to the Knight and controlled like a thrall if it does not exceed his maximum number of bound creatures.
------------------------------------------------------------------------------------------------------------------
Tribute of Souls:
To pass beyond Ninth level you will no longer be allowed to increase in levels without a suitable sacrifice to the King in Yellow. This sacrifice must be of a valued companion, which in most cases, must be another player character, NOT played by you and it can't be a zero level starting character. It has to be a character that another player has invested time in. Alternatively, your character would have to personally sacrifice an entire village of no less than 300 individuals or destroy something that the GM knows is of great importance to your character. GM has the final say on what the suitable Tribute is. This is not required after Ninth level. Your Dark Apprentice CANNOT be the sacrifice.
------------------------------------------------------------------------------------------------------------------
Stellar Slumber:
At 9th level the Knight develops "Stellar Slumber". If the Knight is ever stranded in the void of space, he/she can induce a form of hybernation. Other Knights or interstellar traveling Byakhee will become aware of your presence if they are within range. (While in this state (Sense range is one parsec per level of the knight.) If no knights are within range, roll on the chart below to determine time & results of awakening.
>INSERT CHART HERE<
------------------------------------------------------------------------------------------------------------------
***********************************************************************************************************************************
Tenth Level:
10 Title: []
Action Combat Dice: D20+1D4
Affiliation Modifier: N/A
Attributes: +1 to CON or DEX,
Bonus Skill Points: N/A
Class Abilities: Blade of the Void, Call of the Black Stars, The Cloak of Hali, Hunger of the Heart & Mind,
Class Upgrades: +1 "Any Class Upgrade" (Not Knight Class Abilities),
Combat: +1D6 damage against Gaunt Men, Knockout on Natural 19 with blunt attack,
Hit Points: 4+(CON modifier)
Sanity: +2 (+WIS Modifier)
Saving Throws:
Skills:
Specializations:
Weapon Proficiency:
------------------------------------------------------------------------------------------------------------------
Tenth Level ~ Hyadian Knight Class Abilities:
------------------------------------------------------------------------------------------------------------------
The Cloak of Hali:
At level ten the Knight develops an ethereal pallid yellow cloak. Any Intelligent Humanoid attempting an "Attack of Opportunity" or "Back Stab" on the Knight, who fail to strike the knight must make a Reflex save or be grabbed by a series of ghostly hands reaching from "The Cloak of Hali" and pulled to the shores of Lake Hali itself. The penalty to this save is minus one for every three full levels of the Knight.
They are not dead but stranded there and can be a huge inconvenience. If the Knight was attacked on the shores of Hali they are cast into Dim Carcosa itself. If within the City of Carcosa the targets are flung into the Lake of Hali. Animals, Monsters, Undead or brain dead thralls, such as White Lotus Zombies are NOT affected by the "Cloak of Hali". Deep Ones, Lizard Men, Mind Flayers and such are technically Intelligent Humanoids and WILL be affected.
------------------------------------------------------------------------------------------------------------------
Blade of the Void:
At level ten the Knight develops "Blade of the Void". In the void of space any bladed weapon wielded by the knight will develop a mono-molecular bladed edge allowing it to carve though even a starship hull given enough time and force. Treat this as any DR being reduced by 1/10 and any stone or metallic foes take double damage vs the blade. This only works in the void of space or a vaccuum, such as the Void Crater in hex xxxx. In atmosphere the blade cannot retain the mono-molecular edge. (Byakhee have this same trait with their claws in the void of space as well in the Hyadian Schism setting.)
------------------------------------------------------------------------------------------------------------------
Call of the Black Stars:
At level ten you can see the Black Stars of the Hyades, hidden to most. They help you navigate space. They also give you insight into
events across the Hyades Star Cluster. Your roll your Arcane and consult the chart below:
>INSERT CHART HERE<
Additionally, you can see Dark Matter, Dark Energy and if you couldn't before, you can now perceive Carcosa's invisible moon, Byssa.
------------------------------------------------------------------------------------------------------------------
Hunger of the Heart & Mind:
At Level Ten, the Knight has become so corrupt that just feeding on the SAN (Sanity) of a victim is not enough. In order to retain the
benefits of consuming SAN from "Hunger of Madness", he/she must also consume the mind and heart of the victim they just absorbed
the SAN from. This reflects the continued dehumanizing of the Hyadian Knight as their soul is corrupted by Hastur/The King in Yellow.
------------------------------------------------------------------------------------------------------------------
***********************************************************************************************************************************
Eleventh Level:
11 Title: []
Action Combat Dice: D20+1D4
Affiliation Modifier: N/A
Attributes: N/A
Bonus Skill Points: N/A
Class Abilities: Establish a Star Citadel, Sacrificial Forging of the Gaunt Weapon,
Take Of Your Mask [Upgrade], Pass Beyond the Energy Barrier,
Class Upgrades: N/A
Combat: +1 Melee Hit Rolls, +1 Range Hit Rolls, +1 Parry, +1D6 Unarmed Damage, Disarm on Natural 18+,
Ranged Critical on Natural 19+,
Hit Points: 4+(CON modifier)
Sanity: +2 (+WIS bonus) SAN points,
Saving Throws: +1 Reflex Save, +1 Fortitude Save, +1 Will Save,
Skills: +1 Perception, +1 Lore,
Specializations: N/A
Weapon Proficiency: N/A
------------------------------------------------------------------------------------------------------------------
Eleventh Level ~ Hyadian Knight Class Abilities:
------------------------------------------------------------------------------------------------------------------
Take Of Your Mask [Upgrade]:
See the Fourth Level "Take Of Your Mask" abilities for Upgrade information for this ability at Eleventh Level.
------------------------------------------------------------------------------------------------------------------
The Sacrificial Forging of the Gaunt Weapon:
At level eleven the Knight gains the ability to sacrifice and forge a minor artifact weapon from a Gaunt Man/Woman. This cruel and horrific process is experienced by the individual throughout the entire process, though leaves the sentient weapon bound to your character. If you perish, another can attempt to take control of it like a bound Shub-Weapon, though only if you are dead. It rejects any others who attempt to wield it while you live, save the King in Yellow himself. (Or one of his children...) This process takes 1D4 days and cost 2D4 SAN. [Further details to follow...]
------------------------------------------------------------------------------------------------------------------
Establish a Star Citadel:
At level eleven the order will have assigned a Star Citadel within the "Sky Islands". The "Sky Islands" are composed of the ancient derelict star ships of the Space Aliens and other races that are preyed upon by the Byakhee swarms around Carcosa. This becomes your domain above the skies of Carcosa.
------------------------------------------------------------------------------------------------------------------
Pass Beyond The Energy Barrier:
At level 11, the knight gains the ability for his/herself and Byakhee companion (if in physical contact) to pass though force fields,
shields, barriers if in the void of space/vacuum and they have "Conversion of the Void" activated. This allows the knight to bypass
defensive shielding of space craft, so that he/she and his/her Byakhee companion can rip into the hull of the craft. This ability will not function within an atmosphere or underwater, only in void of space or vacuuum. For every three full levels of the Knight, you can
bring another set of Knight/Byakhee though the Force Field if they are within 25 feet per three full levels of your character.
------------------------------------------------------------------------------------------------------------------
***********************************************************************************************************************************
Twelth Level:
12 Title: []
Action Combat Dice: D20+1D6
Affiliation Modifier: N/A
Attributes: +1 STR,
Bonus Skill Points: +2 skill points,
Class Abilities: Cosmic Ray Blast [Upgrade], Conversion of the Void [Upgrade], Establish Hyadian Stargate,
+1 Minor Miracle,
Class Upgrades: +1 "Knight Class Ability" (Not "Any Class Upgrade"),
Combat: +1 Melee Hit Rolls, +1 DR, +1 Initiative, +1 "Free Extra Parry", +1 "Free Extra Dodge",
Melee Critical on Natural 18+, Shatter Defenses on Natural 19+,
Hit Points: 4+(CON modifier)
Sanity: +2 (+WIS bonus) SAN points,
Saving Throws: N/A
Skills: +1 Influence,
Specializations: +1 Weapon Proficiency,
Weapon Proficiency: N/A
------------------------------------------------------------------------------------------------------------------
Twelth Level ~ Hyadian Knight Class Abilities:
------------------------------------------------------------------------------------------------------------------
Cosmic Ray Blast [Upgrade]:
See the Ninth Level "Cosmic Ray Blast" abilities for Upgrade information for this ability at Twelth Level.
------------------------------------------------------------------------------------------------------------------
Conversion of the Void [Upgrade]:
See the Ninth Level "Conversion of the Void" abilities for Upgrade information for this ability at Twelth Level.
------------------------------------------------------------------------------------------------------------------
Establish Hyadian Stargate:
At level 12 the Hyadian Knight can Establish a Stargate between the world of Carcosa and any world in the Hyades Cluster that he/she
has personally visited (usually via Byakhee) and setup a connecting Stargate.
[Work in Progress ~ To do write up on how this process is done]
------------------------------------------------------------------------------------------------------------------
***********************************************************************************************************************************
Thirteenth Level:
13 Title: []
Action Combat Dice: D20+1D8
Affiliation Modifier: N/A
Attributes: N/A
Bonus Skill Points: N/A
Class Abilities: Sanctuary of the Hyadian Black Stars, Harbinger of Hastur,
Class Upgrades: N/A
Combat: +1 Melee Hit Rolls, +1 Range Hit Rolls, +1 Parry, Disarm on Natural 18+, Slaying Strike on Natural 20,
Hit Points: 4+(CON modifier)
Sanity: +2 (+WIS bonus) SAN points,
Saving Throws: +1 Reflex Save, +1 Fortitude Save, +1 Will Save,
Skills: +1 Physical, +1 Craft, +1 Stealth,
Specializations: N/A
Weapon Proficiency: N/A
------------------------------------------------------------------------------------------------------------------
Thirteenth Level ~ Hyadian Knight Class Abilities:
------------------------------------------------------------------------------------------------------------------
Sanctuary of the Hyadian Black Stars:
Starting at Thirteenth Level the power "Enshroundment of the Black Stars" upgrades to "Sanctuary of the Hyadian Black Stars".
This ability upgrade of the ability will temporarily protect the Hyadian Knight from Miracles from Cultists of Law, the mystical powers
of Stellar Vindicators, Sorcery that is of Elder God or a Lawful nature. It will also negate the powers and bonus damage from Weapons
of the Elder Gods or their agents, but not the base damage itself. The same applies to bonus damage abilities of Stellar Vindicators,
Lawful Cultists and the like. For example while so enshrouded, even a lowered critical number levied specifically against a target such
as yourself will not apply. This sanctuary also grants not just the Knight invoking this power, but any Byakhee, Hyadian Knight or
Cultist of Hastur also within the area a bonus of +2 DR for every three full levels of the Knight as long as they stay within the area of
effect. Another upgrade is that energy weapons are even more impeded when used on those within the area of effect:
* Lasers, Fire and Plasma Weapons are still useless.
* Cosmic Ray, Gamma Ray and X-Ray Weapons, Particle Beams and Elemental Projectors inflict half damage.
* All other energy weapons are now useless
NOTE: "Enshroudment of the Black Stars" Nullifies the use of "Leeching Fingers of Freezing Space" while it is active.
------------------------------------------------------------------------------------------------------------------
Harbinger of Hastur:
Starting at Thirteenth Level the Knight has become the Harbinger of Hastur the Unspeakable. Any settlement you visit will find it's
inhabitants filled with dread at your arrival. Unless they actively worship Hastur, they will feel the desire to flee or kill you. (Usually
followed by relocating after the fact if successful.) Instinct of self preservation will kick in and they will do what they must to remove
you from their home. Within 1D4 minutes of your arrival, all with insanities within the community will need to contest them. This will
happen every 1D4 hours of you being present within the community. Every day you stay within a community, there is a 2% per level
of your character of causing one of the following: Roll 1D6
1) 1D6 dead (skeletons or zombies) will rise from the dead if they exist within one subhex of village. (per three full levels of the Knight)
2) 1D4 Byakhee will arrive and carry of a single victim each into the cold of space.
3) Horrible nightmares of the King in Yellow will cause 3D12 members of the community to develop random insanities at 3D4 rating.
4) 3D4 members of the community begin early stage mutation into Gaunt Men/Women. (Unless immune to the effect.)
5) 3D4 members of the community begin to develop some strange sickness.
6) 3D6 random Hastur Cultists are drawn to the settlement, sensing your presence. Some mistaking this as a shine or temple.
------------------------------------------------------------------------------------------------------------------
***********************************************************************************************************************************
Fourteenth Level:
14 Title: []
Action Combat Dice: D20+1D10
Affiliation Modifier: N/A
Attributes: +1 to CON or DEX (Choose One)
Bonus Skill Points: N/A
Class Abilities: The Pallid Mask and Yellow Sign,
Class Upgrades: N/A
Combat: +1 Melee Hit Rolls, +1 Initiative, +1D6 damage against Gaunt Men,
Knockout on Natural 18 with blunt attack, Ranged Critical on Natural 18+,
Hit Points: 4+(CON modifier)
Sanity: +2 (+WIS bonus) SAN points,
Saving Throws: N/A
Skills: +1 Survival, +1 Ride,
Specializations: N/A
Weapon Proficiency: N/A
------------------------------------------------------------------------------------------------------------------
Fourteenth Level ~ Hyadian Knight Class Abilities:
------------------------------------------------------------------------------------------------------------------
The Pallid Mask and the Yellow Sign:
At level 14 the knight goes on a pilgrimage to the City of Carcosa itself. The King in Yellow personally removes the knights face and replaces it with a horrific Pallid Mask. The player can determine what this looks like, though this is now the characters face. If BEA is above six, it is reduced to six at this point. The dominant hand of the Knight will be marked with the Yellow Sign. At this point the King in Yellow may send you out as "The Stranger" to settlements or distant worlds to pass judgement on those civilizations.
------------------------------------------------------------------------------------------------------------------
***********************************************************************************************************************************
Fifteenth Level:
15 Title: []
Action Combat Dice: D20+1D12
Affiliation Modifier: N/A
Attributes: N/A
Bonus Skill Points: +2 skill points,
Class Abilities: Bleak Noble, +1 Minor Miracle,
Class Upgrades: +1 "Any Class Upgrade" (Not Knight Class Abilities), +1 "Knight Class Ability" (Not "Any Class Upgrade"),
Combat: +1 Melee Hit Rolls, +1 Range Hit Rolls, +1 DR, +1 Dodge, +1 Parry, +1 "Free Extra Parry", +1 "Free Extra Dodge",
+1 Melee Attack Action, Melee Critical on Natural 17+, Shatter Defenses on Natural 18+, Slaying Strike on Natural 19+,
Hit Points: 4+(CON modifier)
Sanity: +2 (+WIS bonus) SAN points,
Saving Throws: +1 Reflex Save, +1 Fortitude Save, +1 Will Save,
Skills: +1 Perception, +1 Lore,
Specializations: N/A
Weapon Proficiency: +1 Weapon Proficiency,
------------------------------------------------------------------------------------------------------------------
Fifteenth Level ~ Hyadian Knight Class Abilities:
------------------------------------------------------------------------------------------------------------------
Bleak Noble:
At level 15, the Knight is promoted to a Bleak Noble of Dim Carcosa. You will be allowed a number of supernatural body mutations to reflect your new status.
------------------------------------------------------------------------------------------------------------------
Knights of the Hyades Class Traits:
------------------------------------------------------------------------------------------------------------------