jeudi 21 août 2014

Manikins — Witch and Warlock Familiars for WFRP v2

Manikins — Witch and Warlock Familiars for WFRP v2

Article written by Dan White



This article first appeared on the Black Industries website



INTRODUCTION



This document is designed to add a bit of flavor to the familiars of Witches and Warlocks and introduces a new class of created familiar for these careers. The Manikin.



In Realms Of Sorcery, the Witch or Warlock career can only have bound familiars. This document expands on the options of the renegade wizard. It reflects a common driving force behind such mages - independence. The form and utility of the Manikins also exposes the slow but sure descent into the usage of Dhar in the Witches or Warlocks magic. Manikins are more insidious and menacing than more traditional familiars and have usages and drawbacks that their more mainstream cousins often don’t have.



THE MANIKIN



The familiars covered in this document, hereafter named Manikins, are similar to created familiars found in Realms Of Sorcery. However, created familiars are not available to Witches or Warlocks as the highest magic characteristic they can get is 2, not the 3 required in order to gain a created familiar.



So this document is designed to allow Witches and Warlocks to create their own familiars. In order to insure game balance, Manikins use an adjusted form of the rules given for created familiars in Realms Of Sorcery and are of less utility than those familiars covered in the official rules.



FORM OF THE MANIKIN



Due to the gradual descent of the Witch and Warlock into the more self-serving and harmful use of Dhar, the Manikins forms are all (as suggested) humanoid in form. The Warlock or Witch pours his scorn, self-serving interests and ego into the Manikin. It is made in his own image, the ultimate show of arrogance. Whilst the Manikin (with one exception) is not a miniature version of the caster himself, its humanoid form and the emotions impressed upon it reflect the casters soul at the world. Sometimes it’s not a pretty sight.



CREATING THE MANIKIN



Creating the Manikin follows the rules as set out in Realms Of Sorcery page 184 except as follows.



The components are of one type only, dictated by the type of Manikin being crafted, as well as material from the Warlock or Witch’s own body and in some cases organic material from other sources (see below).



The Witch or Warlock’s own hand must craft the Manikin using the applicable Trade skill. This is an Average (+/-0%) Trade test. The Intelligence test is then rolled.



The Familiar creation table is not rolled on. The result is always Small Humanoid.



Oddities of form are not rolled for. Any oddities of form are noted in the Manikin descriptions below.



Manikin personality is not rolled randomly. The personality of the Manikin is noted in its description.



Manikins only gain experience points when they are in a ‘Motive’ state (this is explained below). Whilst in a passive state they do not gain half of the caster’s experience point award.



Caster and Manikin only receive the benefits of the Manikins Familiar Abilities (page 191 RoS) when the Manikin is in its motive form. Furthermore, Aethyric Reservoir and Voice Of Reason are not available as Familiar Abilities for Manikins.



Manikins can be created containing the organic material of another humanoid. If this is the case, then the Manikin acts as an Aethyric Link (page 192 RoS) to that humanoid as well as acting as the casters familiar. Spells targeting that humanoid benefit from a +1 to the casters casting roll. Due to the nature of most Manikins (IE Unpleasant), they are more inured to being used this way than standard familiars. They need only make an Average Willpower test to avoid damage to themselves when used as a focus in this way and tend not to get overly upset when used for this purpose.



More sinister, the Manikin created in this way can be used as a direct conduit for pain to the target. Damage inflicted on the Manikin can be directed towards the target (see the Fetish Manikin ritual below).



MOTIVE AND PASSIVE STATES



Unlike the created familiars found in Realms Of Sorcery, Manikins are not constantly awake and aware of their surroundings. Upon the magic user completing his crafting of the Manikin it is aware and open to the caster for a number of hours equal to his magic characteristic. However, the Witch’s magic is not strong enough to keep the Manikin’s spirit locked into this form and aware for the whole time, so once this period is over the Manikin takes its Passive form. This form is mentioned in the individual entries below and corresponds to its type.



To awaken the spirit of his Manikin in future, the caster must cast the new spell Motivate Manikin (see below) each time that he wishes to do so. This returns the Manikins spirit to wakefulness and he is now Motive. Motivate Manikin can be researched at any time via the Witchcraft talent.



The form of the spirit inhabiting the Manikin can be far more sinister than the awareness inhabiting normally created Familiars and is tied directly to the casters own personality and corruption.



NEW HEDGE MAGIC SPELL



Motivate Manikin

Casting Number: 11

Casting Time: 1 Minute

Ingredient: The caster’s blood (+2)

Description: You perform a short ritual that wakes your Manikin’s spirit for a time. This is a Touch spell. The Manikin can now be Motive for a number of hours equal to your magic characteristic. Once the time has expired, the Manikin resumes its passive form (see Manikin description). The ingredient, if used, causes the caster to lose one wound.



CORRUPTION



As noted above, the spirit that inhabits a created Manikin is a reflection of the caster. As such, many different types of awareness can result, dependant on the caster's state of mind. The more corrupt the caster is, the more unpleasant a spirit answers the call. In rare cases, the Manikin is nothing short of a Daemonic Possession.



The caster's corruption determines the type of Manikin that best suites him.



Every insanity the caster has: 6 Corruption points.



Insanity points: Every current Insanity point the caster has gives one corruption point.



Each Hedge Arcane Mark: 5 Corruption points.



Tzeentch’s Curse: 1-10 Dependant on past severity and regularity.



Dark Magic: If the caster has the Dark Magic talent, 20 corruption points.



Dark Lore: If the caster knows a Dark Lore, 20 corruption points.



Miscellaneous: If the GM thinks it apt, then more corruption points can be given for things like mixing with chaos creatures, cult membership or even particularly nasty past acts.



Once the caster's corruption score has been calculated, it is added to the roll to determine which Manikin form best suites him as his created Familiar.



NEW RITUAL



Fetish Manikin

Type: Arcane

Arcane Language: None

Magic: 2

XP: 200

Ingredients: The caster's Manikin familiar that must contain some organic material from the target creature such as hair or nails (see Creating The Manikin above).

Conditions: The target of the ritual must be within one mile and the chaos moon Morrslieb must be in the sky. The caster must have a Corruption score of 40 or more. The Manikin must be in a Motive state.



Consequences: If you fail your casting roll, then your consciousness and your Manikin's are swapped. You now inhabit the body of your Manikin and your familiar’s spirit inhabits your body. Once the Manikin becomes passive, the casters

spirit dies and his body is forever inhabited by his Manikin’s spirit.



Casting Number: 14

Casting Time: 2 Hours

Description: You are able to transmit the damage you inflict on your Manikin familiar to the linked target. This translates as a Damage 2 hit that bypasses armour and the victims Toughness bonus. This damage takes the form of that inflicted on the Manikin; therefore if it is set alight, the victim is set alight also. If it is stabbed with a

pin, then the victim is invisibly impaled as well. The victim also gains 1d10/2 Insanity Points from the shock of receiving wounds from thin air. The casters Manikin will take a like amount of damage, but if it makes a Toughness test, then it

may subtract its TB from the damage that it takes itself.



Due to the Corruption of the caster and the likely disposition of his Manikin, this Ritual does not harm the bond between the caster and his familiar, even though the Manikin suffers great pain through the process. The spirit of the Manikin delights in the pain it brings its victim.



MANIKIN DESCRIPTIONS

Roll 1d100 to determine which form your studies show are best suited to your magic. Add your Corruption score to the result and consult the chart below.



01-10 Coal Porter

11-20 Marble Ballerina

21-30 Self Portrait

31-40 Living Sapling

41-50 Kiln Kindred

51-60 Crystal Servitor

61-70 Toy Soldier

71-80 Mud Man

81-85 Tin Man

86-90 Bronze Figurine

85-100 Straw Dummy

101-105 Rag Doll

106-110 China Doll

111-115 Wicker Man

116-120 Tar Fetch

121-125 Marionette

126-130 Gilded Child

131-135 Talking Head

136+ Razor Fiend



Coal Porter

Craft: Stonemason or Sculptor

Personality: Hard Working, quiet or long suffering

Passive Form: A stack of worked coals linked by string

Special Qualities: Avoids fire. Leaves sooty footprints

Size: 12”

Description: When motive, this Manikin resembles a stout humanoid with bulging muscles. Two tiny gleams show where it’s eyes are. This type of Manikin is best used as a house help or assistant as it normally works tirelessly. When rare anger stirs it, its coals glow red as though it were in a fire.



Marble Ballerina

Craft: Stonemason or Sculptor

Personality: Flighty, sweet or artistic temperament

Passive Form: A delicate marble sculpture

Special Qualities: Dance takes place of Dodge Blow

Size: 6”

Description: When motive, this Manikin resembles a delicate and beautiful ballerina. Always happy when dancing, this Manikin is especially useful to those Witches/Warlocks that become lonely in their isolation as it lifts spirits with its dancing. Sometimes given as a gift. It stamps its feet and pouts when angry.



Self Portrait

Craft: Painting

Personality: One of caster’s traits

Passive Form: A framed picture of the caster

Special Qualities: Highly flammable. Menacing

Size: 12”

Description: When motive, this representation of the caster crawls from the frame that houses it and resembles the caster in features and habits, however, the features are crude painted representations. This manikin is nothing more than canvas and paint and therefore is highly flammable. It smells faintly of paint. It can look very disconcerting when viewed for the first time.



Living Sapling

Craft: Herbalism

Personality: Patient, sun loving or lazy

Passive Form: A sapling in a plant pot

Special Qualities: Hide takes place of Dodge

Blow as skill available

Size: 6”

Description: This Manikin is created slightly differently from others. Planting the seed of a plant and pouring magic into it as it is growing creates it. Once created, its motive form resembles a spindly green humanoid with leaves for hair and twiggy arms and legs. Useful for surveillance purposes as it is easily overlooked. Has a mortal fear of beetles and caterpillars.



Kiln Kindred

Craft: Pottery

Personality: Fiery, protective or fragile

Passive Form: A blocky clay figure

Special Qualities: Toughness +10% against fire attacks

Size: 12”

Description: When motive, these chunky clay Manikins move with purpose and deliberation. Wet eyes look out from the earthenware face and coloured designs may stripe its body. These Manikins make good guards for the caster when he is away for short periods, but often become quite belligerent is left for long periods.



Crystal Servitor

Craft: Gem cutting or Glassblowing

Personality: Emotionless, abrupt or cutting

Passive Form: A figurine of glass or jewelled figure

Special Qualities: 1 AP on all locations

Size: 6 – 12”

Description: When motive, these often beautiful Manikins move jerkily as their crystalline nature allows. Often mounted on mantelpieces or given as presents, these aloof Manikins are capable of remarkable acts of unpleasantness and give it no

thought. On sunny days, these Manikins are quite easily seen as the sun reflects from their bodies.



Toy Soldier

Craft: Carpentry or Metal smith

Personality: Disciplined, bloodthirsty or rowdy

Passive Form: A toy soldier

Special Qualities: None

Size: 6”

Description: When motive, these wooden or metal Manikins move quickly and with purpose. They carry out the casters orders to the letter and have no qualms about what those orders may be. Easily overlooked in their passive state, they are sometimes inveigled into households before the Witch/Warlock motivates them.



Mud Man

Craft: Sculptor or None

Personality: Unkempt, vindictive or rude

Passive Form: A crude form of dried mud

Special Qualities: Leaves muddy footprints,

Smells. Menacing.

Size: 6-12”

Description: These Manikins are normally crudely formed and it shows in their manner. The motive Mud Man looks like a hastily created humanoid shape of wet mud, which oozes water. They seem to take delight in living up to their image

and will go out of their way to cause harm to others. They take great pains to stay out of the sun, which dries them out.



Tin Man

Craft: Tin Smith

Personality: Heartless, rigid or cold

Passive Form: A hinged and oiled tin figurine

Special Qualities: 1 AP on all locations, Leaks

oil, Menacing

Size: 6-12”

Description: These Manikins can squeak when motive, as their oiled joints rub together. They are a heartless bunch that are as happy wielding the little axes they are supplied with as they are staring coldly at and scaring children. Normally used

as guards or enforcers, they carry out their commands with little thought or remorse. They stay out of the rain at any opportunity.



Bronze Figurine

Craft: Copper Smith

Personality: Chilly, dispassionate or arrogant

Passive Form: A smooth bronze figurine

Special Qualities: Hardy, Menacing. Intimidate

takes place of Dodge Blow

Size: 12”

Description: When motive, these Manikins move ponderously, with apparent disdain for their surroundings. The hammer strokes of its forging can be seen on its smooth body. Their often-beautiful shapes give it an arrogant manner. Often they are set the task of scaring or intimidating others; a task they are well suited to.



Straw Dummy

Craft: Tailor or None

Personality: Malicious, scheming or hurtful

Passive Form: A cloth dummy stuffed with straw

Special Qualities: Highly Flammable, Unsettling,

Concealment instead of Dodge Blow

Size: 12”

Description: When motive, these Manikin’s straw features are normally marred by a twisted smile. If it is capable of speech, it often utters high pitched giggles at others misfortune. At home in rural environments where it creeps in the undergrowth,

the sight of such a Manikin makes the skin crawl. They are sometimes set up in fields as small scarecrows. They avoid fire at all costs.



Rag Doll

Craft: Toy making or Embroidery

Personality: Mischievous, devious and sometimes Murderous

Passive Form: A floppy rag doll

Special Qualities: Flammable, Unsettling, Move

Silently instead of Dodge Blow

Size: 12”

Description: When motive, the black button eyes of this Manikin shine with inner malice. The Rag Dolls body is capable of swift and silent movement and it delights in scaring small children. The sight of a motive Rag Doll is enough to send sane men running. It is usually used as a scout or infiltrator due to its silence.



China Doll

Craft: Pottery

Personality: Vindictive, paranoid and sometimes crazed

Passive Form: A painted china doll

Special Qualities: Unsettling, Menacing, -10%

Toughness, +5% Willpower

Size: 6-12”

Description: When this Manikin is motive, the pretty painted features of its face screw up into a terrifying visage. The click, click of its slow footsteps send a tingle down the spine and when it appears, often with a knotted piece of string in its hands (a favourite throttling weapon), it would be best to be somewhere else. Sometimes given as a gift prior to being motivated.



Wicker Man

Craft: Farmer or Furniture Maker

Personality: Cruel, destructive and murderous

Passive Form: A wicker figure containing small wooden figures within its hollow shell

Special Qualities: Frightening, Flammable, -1

Move, -5% Intelligence

Size: 12”

Description: This Manikin is truly terrifying in its motive state. The thick, bowed wicker body moves ponderously and the little wooden figures inside its hollow shell reach through the Manikins body beseechingly, crying piteously. The Wicker Man is best used as an instrument of terror as it's not too bright. As such, it is very effective.



Tar Fetch

Craft: Shipwright or Carpenter

Personality: Angry, discontent and murderous

Passive Form: A humanoid shaped lump of solid tar

Special Qualities: Leaves sticky tar footprints, 2

AP on each location (weapons pass through it),

Frightening

Size: 6-12”

Description: When motive, this Manikin resembles a sticky, bubbling humanoid shape. It has no distinct facial features but is able to see nonetheless. It delights in catching small animals and drowning them in its body; small animals can be seen poking from its body. These Manikins are normally quite primal and as such have no patience for missions that don’t involve pain or suffering to some degree.



Marionette

Craft: Carpentry

Personality: Jealous, envious and murderous

Passive Form: A jointed and painted wooden puppet

Special Qualities: Frightening, -1 Move

Size: 12”

Description: A true terror for every child the Old World over, a wooden puppet that comes alive. When this Manikin is in its motive state, it's painted features become scornful and full of spite, the wooden tapping of its feet send tingles down the spine and sometimes its strings trail behind it. It seeks to take what is not his, whether this is goods or…life. Its master sometimes has to keep a tight reign on this Manikin as it has a somewhat independent nature.



Gilded Child

Craft: Gold smith or Jeweller

Personality: Petty, spiteful and murderous

Passive Form: A gold figurine of a child or a jewelled figure of a child

Special Qualities: 2 AP on all locations, Unsettling, Charm instead of Dodge Blow

Size: 6”

Description: When motive, these often-beautiful Manikins features tighten and sour with spite as often as they clear with false friendliness. These Manikins are truly manipulative creatures that will work to undermine all of its relationships on the one hand whilst presenting a charming face to the world with the other. They are often used as gobetweens or infiltrators, but the caster must watch these Manikins carefully.



Talking Head

Craft: Jewellery, Sculptor or Metal smith

Personality: Conniving, deceitful and malicious

Passive Form: A bust of a head or a jewelled cameo

Special Qualities: No movement, Frightening,

+5% Intelligence, Speech

Size: 12” (bust) or 4” (cameo)

Description: These Manikins are different in form to the others. These are merely heads; either bronze or alabaster busts or jewelled cameos. Once motive, the heads features come alive and it is capable of speech. Its words and features drip venom and anyone other than the caster who views a Talking Head must make a Willpower test or gain 1 Insanity Point. Casters can generally trust the Talking Head as it has little chance of leaving him.



Razor Fiend

Craft: Weapon smith

Personality: Cruel, murderous and controlling

Passive Form: A jagged humanoid shape crafted from steel

Special Qualities: Terrifying, Natural weapons,

Control Master

Size: 12”

Description: These Manikins serve as the focus of a Daemonic spirit once it is made motive. Its eyes light with an infernal glow and power radiates from its small form. Made to spread mayhem and murder, the trapped daemonic spirit tries to make sure it can do just that. Once during each of its motive states, the Razor Fiend may attempt to manipulate its master into a coarse of action that the Manikin desires. This is an opposed Willpower test. The caster is nearly always unaware of these promptings, as he is well down the road to ultimate corruption anyhow.





Manikins — Witch and Warlock Familiars for WFRP v2

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