Two Stories About Giants
The White City, that famed metropolis, has for its creation myth a story of ten giants and a human child, who built and administered the polis in its first days. In this story the invincible giants made a choice amongst themselves: to be subservient to the will of the child who would become Emperor. The intended moral instruction of this decision is debated. Their monstrous remains are said to be built into the curtain wall of the palace, that they might defend the empire even after their deaths.
The Rantines of the north tell a different story. They speak of the Ten Heroes, the bloody-handed ones, the original sires of their race, who taught them blood-drinking, chemistry, dancing, and future sight. The Ten Heroes came down from the boiling jungles and found the Rantines living like mud eels in the flooded meadows and swamps that form its border. The Heroes showed them how to build fortifications, how to drain land and sink foundations, and instructed them to build a city that would never be vanquished from the earth.
Then the Ten Heroes ventured south, each searching for their individual doom, and disappeared from the histories.
Psychics
The giants of the northern jungles are know to possess precognitive and oracular powers. Their abilities originate in the third eye that sits in the centre of their foreheads, the place that the Rantines call the Crown.
Very rarely, a Rantine will manifest something of this terrible power (and even more rarely, humans of the other races of the world - there are even some Baronials who have been observed to manifest 'the knack', presumably via intermarriage with the people of the Old Capital). In the old days it was a sign of great favour and fortune, and commoners who showed promise with the gift could be raised into the nobility. The military of the Old Capital made extensive study of the giants and of human psychics, and that research powered much of their terrible arsenal of war. In the current day, the White City requires that all psychic phenomena be reported and psychics registered, and takes pains to extradite them to the capital, and recruit them into its military.
Unlike the giants, whose gift is wholly concentrated in the Crown, human psychics rely on a distribution of energy through their bodies. They 'shape' or 'project' or 'read' energies and auras, and they shift these through nodes and channels in their respiratory, vascular, and neurological systems. This process is known to degrade the human body over time, but has many miraculous effects. It is not magic as it is understood in the Barony, and does not appear to have anything to do with entities. Many academics in the present day prefer to treat psychics as a myth, or an exotic traveller's tall-tale.
Further north, their modern day reputation is something like a secret or military police corps: rare and dangerous White City spooks, whose presence betrays the active interest of the pragmatists.
Psychic
When you create a psychic, you must choose whether you wish to play a White City Operative or a Rantine Supremacist. This will change your starting gear and skills, but has no bearing on your templates. Rantine Supremacy is extremely illegal, and if you are discovered to be one you will be hunted and probably sentenced to death.
You might want to play a psychic of some other provenance - you are encouraged to come up with a different set of gear and skills with your DM, as appropriate.
Skills: if you are a White City Operative, choose two from: moving silently, climbing, breaking and entering, silent takedowns, and playing the Image Game. You also have a handler in the White City military. If you are a Rantine Supremacist, choose two from: formal etiquette, history, forgery, avoiding notice in a crowd, poisons, or bloodlust (-1 to weapons damage for the duration of a combat if you have recently tasted blood from one of the enemies in that combat). You also have connections in the revolutionary underground.
Gear: if you are a White City Operative, you have form-fitting light armour, a light combat knife, a White City Blaster, mirrored goggles, and d3 Intelligence Reports. If you are a Rantine Supremacist, you have a full set of Rantine Finery in addition to your usual clothing, a medium spiral sword or heavy spiral spear that you are proficient with, a steel tooth prosthesis, and a pistol with powder and ammunition for 20 shots.
A White City Blaster is a sealed, single-shot steel pistol that fires as a blunderbuss. It is waterproof, smokeless, and fires with a quiet thwwpppp. Once used it is useless and can be discarded. The internal firing mechanisms are self-sabotaging, to forestall reverse-engineering.
Intelligence Reports allow you to ask for a briefing on a specific character or region. The DM will provide you with an accurate, up-to-date sketch of the person or place, with any pertinent information included. You must declare what your reports are focused on at character creation.
Rantine Finery will let you attend formal events in that city, and be taken seriously by its noble class. It can also be sold as a set for 300s in the White City, and 500s further south. If you take the time to carefully sell each piece individually, these are 400s and 650s respectively.
You add Psychic templates/2 (rounding up) to your hit rolls.
A: -1 hp, The Knack, Energy Sculpting, choose one technique, roll one technique, roll one doom.
B: -1 hp, Stillness, roll one technique.
C: -1 hp, Illusion Techniques, Breathing Techniques, roll one technique.
D: -1 hp, To Draw Wire from the Soul, choose one technique.
The Knack: You have a single Psi Dice, which starts as a d4. Choose one technique from the following list, then roll an additional one - you gain additional techniques as indicated above. If you roll a technique you already possess, you may choose to step up or down one space until you get to one you do not possess. You must always roll your Psi Dice when using a technique, and you may always choose to make a maximum roll (which will deplete, as explained below in Energy Sculpting); if you do so, you immediately take d6 burnout damage.
Techniques
- To the Limbs. You focus on your extremities, their hardness and swiftness. Your fists and feet count as heavy weapons for a round, with an expanded crit range equal to [sum]. They can also be used as crowbars, hammers, vice grips, etc. for the duration.
- To the Belly. You breath deep down into your stomach, and gain [sum] temporary hp, which disappears at the start of your next round.
- To the Heart. The beauty of your soul manifests at your shoulder. [Sum] enemies in combat must save CHAR to attack you this round, and you give off golden light as a torch for the duration.
- To the Palm. If you can place your open palm on someone, you can accurately identify illness and curses, blind or deafen them for [sum] rounds, or transfer 1 point of hp between the two of you (in either direction) to a maximum of [sum/2] rounds. This cannot raise either person above their max hp, and contact must be unbroken for the duration. In combat, placing your palm on someone to facilitate this is an attack that deals no damage.
- To the Eye. The vision is like a scalpel, infinitely subtle. For a round, you can move anything that you can see via telekinesis. Your extensive self has a STR equal to [templates] x [sum]. Doing this in combat requires focus that precludes other action. You can also speak telepathically to anyone you can make eye contact with, up to [sum] words. They can't speak back.
- To the Lungs. Breath is the foundation of everything. You breath, and the universe breathes with you. For the duration of the round, you cannot be moved against your will, you are immune to fear damage and other mental effects, and you have damage resistance equal to [sum/2].
- To the Loins. Let the seed of life fill you and drive you, like a white fire that heals where it should burn. You gain +1 attack in melee for the round, as well as +[sum] to hit. If you spend this round doing nothing but drinking human blood, you heal [sum/4] hp. You can't regain hp this way more than 2 + [CON mod] times per day - more than this you simply throw back up.
- To the Mind. Like the tip of an arrow, like the sea, like glass, like slowing water. Your AC increases by [sum] for the round as you step between blows with inhuman grace and celerity. You shout with joy each time you do so.
- To the Extensive Body. The border of the self is not the skin. This round, ignore [sum] weapon attacks that originate outside of the extensive body (ie, not melee attacks). Where they strike this invisible barrier, it flares up with fire the colour of your soul. You can use this to shield others standing next to you.
- To the Expanded Self. Spend a turn stilling the mind, turning inward, and then allow yourself to expand. For about a minute, you can detect the presence of souls within [sum x 10] ft, and can hone in on any [sum] of them to read their surface thoughts. You can distinguish between sentient and non sentient souls.
Energy Sculpting: The maximum size of your Psi Dice grows once per template you gain in Psychic, from d4, to d6, to d8, to d10. You roll your Psi Dice every time you use one of your techniques - on a 1-3 it does not deplete, but on anything greater than a 3, it downgrades one 'size'. If your d4 downgrades, you lose your Psi Dice, and access to your techniques, until you can regain it. Meditating in the lotus position (for a spook) or with one hand raised in prayer (for a Supremacist) for on hour upgrades your Psi Dice one 'size', up to its maximum allowed by your templates, or gives you back your Psi Dice at d4 if you have lost it.
Stillness: You are never surprised in combat. All attempts to read your mind or coerce you using magic fail. You cannot be scried on, and can choose to make your soul invisible.
Illusion Techniques: At the beginning of your turn, you may spend hp to create that many illusionary duplicates. All of you take a turn simultaneously, and then at the end of the turn you can declare which was really you. The actions of the duplicates are then undone.
Breathing Techniques: You can hold your breath for up to a month without ill effect.
To Draw Wire from the Soul: At any time, you can choose to take as many d6s in damage as you wish, and deal equivalent damage to all creatures within 50ft. You may choose instead to deal the damage only to a creature that you have eye contact with. You may also choose to lose 1 point of max hp to add an additional d6 to this damage, as many times as you wish. This template can only be used while your Psi Dice is a d10, and when you use it, you also lose your Psi Dice as though it was depleted at d4.
The Ten Dooms of the Bloody-Handed Heroes
- The Doom of Fate. Gydorah cheated death, and then death, ever jealous, ever invincible, cheated her. You roll thrice on the death and dismemberment table and take the worst result.
- The Doom of the Solar Disk. Astopal built great, black wings that he might discover Heaven behind the sun. You take maximum damage from fire.
- The Doom of Ill-Made Stars. Belagrad discovered and made war on the dragons in the freezing void. He was bested. You cannot sleep on moonless nights, and take maximum damage under starlight. The Star People, should you ever be unfortunate enough to meet them, despise you above all others.
- The Doom of Blood. Gorphrax drank from some tainted well, and cursed his line forever after to live as beasts. You cannot stomach rations that are not human blood or uncooked human meat. If you are ever deprived you have [templates] + [WIS mod] (min 1) days before you become an uncontrollable monster until sated.
- The Doom of Madness. Ashan Xiloc saw her lover torn to pieces, and never recovered. You invert your mental boni, and are illiterate and innumerate. You are also immune to gaze attacks.
- The Doom of Melancholy. Palan sailed out into the ocean in a small boat with no sail, and was never seen again. You cannot swim, and all healing is 1 point less effective for you.
- The Doom of the Dreamer. Cypromanter's body survived nearly two centuries without his mind. When it finally died, it is said that the flesh had turned to diamond. You can never travel to the Dreamlands, and if somehow you are forced to you will never leave under any circumstances. Roll a new character. You intuitively know the route west from the Lantern Berth, to the Islands Where the Sun Goes to Die.
- The Doom of Solipsism. Kryptos turned away from her companions, disgusted by their weakness, until finally she stood alone. You cannot accept helpful actions from others. You (you personally, not your party, as long as you are not doing the talking) have -2 to all reaction rolls with humans.
- The Doom of Weakness. Ensee could not protect the ones he loved, nor, ultimately, himself. Your panic threshold is halved.
- The Doom of the Seeming of Strength. Pelmander destroyed every foe that raised a hand to her and nonetheless died alone, in the most abject pain. Should you ever contract a disease, it is incurable. This includes magical cures.
| Rantine Nobles |