eumenides_blog ([info]eumenides_blog) wrote,
@ 2006-06-29 08:40:00
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About Our Featured Illustration / Mechanics Teaser
Martyrs of the Knife
Like all eumenides, the Martyrs of the Knife are created for battle. Each member of the Choir is subject to dark and terrible Initiations during their creation rites. The cunning of the Clerics is developed during their training, when they are exposes to countless teaching mantras, meditation exercises and memory recordings of archetypal human behavior, until the whole of the human condition lies before them like a burning tapestry. All Martyrs of the Knife are also scarred due to mutilations suffered during their initial creation.
Choir Power Lashing the Dross: Whenever the Fury gains an Initiation that bears the tag DEFORMITY, he adds +1R0 to his Physical Resistance against damage. The character is also +R1 to Poise rolls against Fear, and immune to Fear effects without a Ringer.
Choir Taboo Phisiognomy Phrikodes: The Martyrs of the Knife suffer a -R1 penalty whenever they attempt to make a Savior Faire roll with non-daemons outside the Illusion of Memory, or any Savior Faire roll that does not involve intimidation and fear. In addition, after the character gains his second Initiation with the DEFORMITY tag, the penalty to Savior Faire rolls increases permanently to -R2.

Amphisbeanae
Snake-handed, snake hairs or poison-clawed, the hideous amphisbeanae are the assassins of the Martyrs. Their every blow a corrosive horror, the amphibeanae are as terrible in melee combat as the Destroying Angels.
Slots: Countenance + Melee 2, Ranged 1, Support 2
Chorus Initiation Vipera Apheliastes: The hands of the amphisbeanae forever drip venom. The classic amphisbeana has snake-heads for hands, but they take many shapes, and others have poison nails, or exude venom from their skin.
The character begins play with the equivalent of the Well of Poison support gear permanently equipped -- any attack they do that inflicts at least 1 Life after the victim’s Physical Resistance roll against damage does an additional point of Life. This requires no slots. Amphisbeana can use their hands normally, and can wear specialty countenances assuming they have the proper Initiations.
Chorus Taboo The Poisoned Prey: The character is an asp, not a constrictor. He can never wrestle individual opponents. The character can snatch weak foes as normal, but can never subdue a snatched-up opponent, only slay them.

Undying Countenance
Armor 4R2 Move 8m/16m MCM -1/-2 Clearance Basic Notes Character is Undying. If truly slain in this countenance, the character rises from the dead at the end of the Mission without loss of Initiation. At will, she causes Fear 3R0 in all who see her and Fear 4R1 in all who see her with the Illusion of Memory parted. Characters with the Prince of the Opened Tomb initiation automatically have 3 stands of Walking Dead if they desire them (V-3X as normal). The fury's Savior Faire is modified by a further -1R when she attempts interactions not involving fear or intimidation.
Description The character assumes the mask of guede. Seen truly, he is a withered and decaying horror. Even seen through the Illusion of Memory, she appears clearly dead or on death’s door due to grave general ill health.
The character is Undying and her bane is the attacks of those fighting to defend their beloved children or true loves, and of course any attack with the Bane note. This countenance incorporates a Gravedigger’s Lantern or some equivalent talisman -- characters with the Initiation “Prince of the Opened Tomb” can summon up their 3 stands of walking dead servitors without expending a support slot on the actual Gravedigger’s Lantern gear.

Flail and Crook [V-1]
Damage +4R1 Clearance Basic Notes +R2 to Melee attacks with this weapon. Successful attack causes a Fear 2R2 attack
The flail and crook are terrible weapons, signs of occult authority given into the hands of the Martyrs of the Knife by the Executors. Though they do little damage, their blows carry a terrible authority whose nature is written into the very fabric of reality. When the Flail and Crook is wielded against foes, its blows cause fear as well as injury.



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