Newsgroups: rec.games.frp.misc
From: [i--bl--e] at [eskimo.com] (Bob)
Subject: FHERO: Temple of Doom
Keywords: Fantasy HERO Temple Doom
Date: Thu, 11 Apr 1996 12:58:00 GMT

NOTE: this college is intended for use by non-player characters only, 
as a source of evil for our heroes to defeat. Those who chose to take 
this unholy package should expect to be vilified by all good people 
everywhere, including the player characters.

                           TEMPLE OF DOOM

  Representing all that is dark and loathsome in humanoid nature, this 
evil deity is known and cursed in every land. Doom draws his twisted 
power from the evil aspects of other beings, and his loyal priests 
lust constantly for darker and more unholy rituals to increase the 
destructive influence of their god.

  The primary aspects of Doom include fear, hatred, maiming, torment, 
strife, and destruction. The priests wear a coarse black hooded robe, 
with long, loose sleeves, and a crimson inner lining. The unholy 
symbol of this church is an upside down, star-shaped silver medallion, 
bearing the bas relief skull of a bearded goat, set with sinister ruby 
eyes, and engraved on each sides with evil runes. By custom, the 
priests use a jagged, blackened dagger to perform all sacrifices to 
their god.

  A Doom priest gains his power directly from his god, and must appeal 
to his deity through prayer, ritual, and sacrifice in order to restore 
or increase his magical abilities. In exchange for this power, a Doom 
priest must forge a blood pact with his god that requires compensation  
in the form of physical disfigurement. The more evil power the Priest 
gains, the greater the physical price he must pay.

  Religious gatherings of Doom take place in darkened temples, often 
located deep underground. Torches and large flaming pits provide the 
only illumination to these abominable services, and the ritual chants 
are accompanied by wildly gyrating dancers and the beating of large 
drums. The high priest leads the final, most unspeakably disgusting 
ritual, often culminating the services with some form of blood 
sacrifice. Innocent beings are preferred for these lengthy rituals, 
especially those of a good and pure nature.

  The secret network of Doom temples are usually built in a hub and 
spoke fashion. A central fortress is located in a desolate location, 
connected to lesser sites by secret ways, then in turn to hidden 
temples and recruiting centers usually located near decadent cities 
and towns. The fortress is a well-guarded retreat where initiates come 
to receive indoctrination, and later return to be inducted as full 
priests of Doom.

  A large number of slaves are used to maintain the labyrinth of 
chambers in the fortress of Doom, and they also serve as fodder for 
the sacrifice rituals. (Being a slave in a temple of Doom is a most 
unpleasant prospect indeed.) The Doom clergy frequently provide 
support and protection for the slave traders in the region.

  The fortress of Doom is guarded by all manner of natural, unnatural, 
and man-made hazards and barriers, hosts of evil allies, and scores of 
forsaken beasts. The evil abominations performed at the temple 
gradually scar the surrounding lands, darkening and twisting the trees 
and plants into bizarre forms, and radiating a sensation of pure evil 
that is evident to anyone with a good and decent nature. Even if the 
Doom fortress is later abandoned or destroyed, the evil will not be 
cleansed from the surrounding land for many generations.

Typical Limitations: END only from Doom Reserve (+0), Gestures (-1/4),
  Incantations (-1/4), Requires a Magic Skill roll (-1/2), Religious
  Restrictions (-1/4), OAF Silver Medallion (-1/4), Not on Blessed
  Ground (-1/4), Side Effects (Cumulative Minor Transform, Caster
  gains a new physical limitation) (-1/2).

  The type of physical limitation gained is determined by Doom at the 
time the transformation goes into effect. Recommended limitations 
include dependence on some unpleasant substance, loss of a limb or 
sense, increased effect of PRE from followers of good religions, 
susceptibility to blessed ground, or an increased vulnerability to 
silver, daylight, or holy water.

  Because the rituals are divided into packages of increasing active 
cost, Variable Power Pools are recommended for use when designing Doom 
priests. The preferred limitation on the VPP is to only allow powers 
to change: on temple ground; on a night sacred to Doom; or following a 
ritual blood sacrifice.

  Doom rituals are accompanied by a faint, low throbbing sound, and a 
dark warping of the air about the caster and any targets. The slight 
tang of blood can be detected by anybody located nearby.

----------------------------------------------------------------------
                      DOOM INITIATE PACKAGE DEAL
----------------------------------------------------------------------

  When a novice to the order has completed the required training and 
rituals of initiation, he gains the powers and limitations of an 
initiate during the ritual of passage. He can then use any of the 
powers of an initiate, and can perform basic religious procedures 
within the temple. (Most initiate powers have an active cost of thirty 
points or less.)

 Skills and Talents                                        Cost
 ---------------------------------------------------------------
 100 point END Reserve, 0 REC, Only for Doom Rituals (-1/4)   8
 Doom Ritual Skill 11-                                        3
 KS: Religious Procedures 8-                                  1
 ---------------------------------------------------------------
 Disadvantages
 ---------------------------------------------------------------
 Package Bonus (10-14)                                       -2
 Distinctive Features (Easily Concealed, Major Reaction)    -10
 ---------------------------------------------------------------
 Package Cost                                                 0

------------------------------------------------------------------

ALLURE
  This basic ritual increases the influence of even the lowly initiate 
when dealing with members of the opposite sex, allowing him to lure 
gullible victims to a temple for use as sacrificial victims. If the 
priest fails his magic skill roll, however, his body becomes deformed.
Power: +15 PRE
Modifiers: 0 END (+1/2); Only versus members of the opposite sex
  (-1/2), Costs END to cast (-1/4), END only from Doom Reserve (+0),
  Gestures (-1/4), Incantations (-1/4), Requires a Magic Skill roll
  (-1/2), OAF Silver Medallion of Doom (-1), Requires Initiate Package
  or better (-1/4), Not on Blessed Ground (-1/4), Side Effects (2d6
  Cumulative Minor Transform, Caster gains a physical limitation)
  (-1/2), Extra Time - Full Phase (-1/2).
Active Cost = 22 points; Advantages: +1/2; Limitations: -4-1/4.
END Cost: (2); Magic Roll: -2; Casting Time: 1 phase; Range: 0.
Real Cost: 4.

BLOOD VOW RITUAL
  By ritually drawing his own blood with a dagger, the Doom Priest can 
renew his faith in his god and increase his personal power. If the 
priest fails his magic skill roll, however, his body is deformed.
Power: 2d6 Transfer from STUN to END Reserve
Modifiers: Only from self (-2), Gestures (-1/4), Incantations (-1/4),
  1/2 DCV Concentrate throughout (-1/2), Requires a Magic Skill roll
  (-1/2), OAF Silver Medallion of Doom (-1), Single Recoverable Charge
  (Cut self with dagger for at least 1 BODY) (-1-1/4), Requires
  Initiate Package or better (-1/4), Not on Blessed Ground (-1/4),
  Side Effects (2d6 Cumulative Minor Transform, Caster gains a
  physical limitation) (-1/2), Extra Time - Full Turn (-1/2).
Active Cost = 30 points; Advantages: +0; Limitations: -7-1/4.
END Cost: 0; Magic Roll: -3; Casting Time: Full Turn; Range: 0.
Real Cost: 4.

COMMAND AUTOMATON
  The priest of Doom can attempt to control any automaton within the 
area of the spell, including most types of Golem and some lesser 
Undead. Once controlled, the automaton will attempt to perform all 
mental directions from the priest that it can comprehend. If the 
priest fails his magic skill roll, however, his body is deformed.
Power: 2d6 Mind Control
Modifiers: Area Effect (Any) (+1), Telepathic Contact (+1/4); Only
  versus automaton (-1/2), END only from Doom Reserve (+0), Gestures
  (-1/4), Incantations (-1/4), 1/2 DCV Concentrate throughout (-1/2),
  OAF Silver Medallion of Doom (-1), Requires Initiate Package or
  better (-1/4), Not on Blessed Ground (-1/4), Side Effects (2d6
  Cumulative Minor Transform, Caster gains a physical limitation)
  (-1/2).
Advantages: +1+1/4; Limitations: -3-1/2; Active Cost = 22 points.
END Cost: 2; Magic Roll: -2; Casting Time: 1/2 phase; Range: Sight.
Real Cost: 5.

FEAR OF DOOM
  By placing the image of Doom in the mind of his enemies, the priest 
can cause great fear in his foe. The victim will often flee in terror, 
losing interest in whatever task he was attempting to accomplish. If 
the priest fails his magic skill roll, however, his body is deformed.
Power: 6d6 Mind Control
Modifiers: END only from Doom Reserve (+0), Only to cause fear (-1/2),
  Effect Reduced by Range (-1/4), Gestures (-1/4), Incantations
  (-1/4), Requires a Magic Skill roll (-1/2), OAF Silver Medallion of
  Doom (-1), Requires Initiate Package or better (-1/4), Not on
  Blessed Ground (-1/4), Side Effects (2d6 Cumulative Minor Transform,
  Caster gains a physical limitation) (-1/2).
Active Cost = 30 points; Advantages: +0; Limitations: -3-3/4.
END Cost: 3; Magic Roll: -3; Casting Time: 1/2 phase; Range: Sight.
Real Cost: 6.

TENTACLES
  As the powers of an initiate grow, his body can become gravely 
deformed when rituals are miscast, making certain physical tasks 
increasingly difficult. This ritual allows him to compensate somewhat 
for short periods by growing a bundle of tentacles about his deformed 
limbs. If he fails his magic skill roll, however, his body will grow 
even further deformed.
Power: 2" Stretching
Modifiers: Only with Extra Limbs (-1/4).
Advantages: +0; Limitations: -3-1/4; Active Cost = 10 points.
Power: Extra Limbs
Modifiers: Linked to Stretching (-1/2).
Advantages: +0; Limitations: -3-1/2; Active Cost = 5 points.
Combined: END only from Doom Reserve (+0), Incantations (-1/4),
  Requires a Magic Skill roll (-1/2), OAF Silver Medallion of Doom
  (-1), Requires Aspirant Priest Package or better (-1/2), Not on
  Blessed Ground (-1/4), Side Effects (2d6 Cumulative Minor Transform,
  Caster gains a physical limitation) (-1/2).
END Cost: 1+; Magic Roll: -1; Casting Time: 1/2 phase; Range: 2".
Real Cost: 3.

----------------------------------------------------------------------
                 DOOM ASPIRANT PRIEST PACKAGE DEAL
----------------------------------------------------------------------

  Initiates deemed worthy will gain the powers and limitations of an 
aspirant priest during the ritual of acclamation. He can then use any 
of the aspirant priest rituals, as well as those he already employed 
as an initiate, and is expected to go forth into the world to spread 
the word of Doom. This aspirant priest package completely supersedes 
the initiate package. (Most aspirant priest powers have an active cost 
of sixty points or less.)

 Skills and Talents                                        Cost
 ---------------------------------------------------------------
 200 point END Reserve, 0 REC, Only for Doom Rituals (-1/4)  16
 Doom Ritual Skill 13-                                        7
 Oratory, Persuasion                                          6
 KS: Religious Dogma 11-                                      2
 KS: Religious Procedures 11-                                 2
 ---------------------------------------------------------------
 Disadvantages
 ---------------------------------------------------------------
 Package Bonus (15+)                                         -3
 Distinctive Features (Difficult, Major Reaction)           -15
 Vulnerability: x1.5 damage from holy weapons (Uncommon)     -5
 Promotes the faith                                         -10
 ---------------------------------------------------------------
 Package Cost                                                 0

Note that by the time an initiate is fully prepared to become a 
priest, he will usually have incurred one or more physical limitations 
due to unsuccessful rituals.

----------------------------------------------------------------------

BLOOD HEALING
  When this ritual is cast, the incisors of the priest grow several 
centimeters longer, allowing him to make neat incisions in the flesh 
of his victim. The priest can then drink the flowing blood and use the 
warm fluid to slowly restore his own health. If the priest fails his 
magic skill roll, however, his body becomes deformed.
Power: 1 pip HKA versus Physical Defense - Fangs
Modifiers: +1 Increased STUN Multiplier (+1/2); Reduced Penetration
  (-1/4), No Knockback (-1/4).
Advantages: +1/2; Limitations: -4; Active Cost = 22 points.
Power: 1d6 Transfer BODY to BODY - Drink Blood
Modifiers: Only when bite does at least 1 BODY (-1/2), Linked (-1/2).
Advantages: +0; Limitations: -4-1/4; Active Cost = 15 points.
Combined: END only from Doom Reserve (+0), Gestures (-1/4),
  Incantations (-1/4), 1/2 DCV Concentrate throughout (-1/2), OAF
  Silver Medallion of Doom (-1), Requires Aspirant Priest Package
  or better (-1/2), Not on Blessed Ground (-1/4), Side Effects (2d6
  Cumulative Minor Transform, Caster gains a physical limitation)
  (-1/2).
END Cost: 3; Magic Roll: -3; Casting Time: 1/2 phase; Range: 0.
Real Cost: 7.

EYE GOUGE
  Upon completing this ritual, the Doom priest can gouge out the eyes 
of his foe with a simple gesture. This loss of sight is preceded by a 
terrible stabbing pain as the sensitive flesh is torn out by evil 
magical energies. The sight can be restored by healing magic equal to 
the Active Cost of the Darkness, or by dispelling the magic.
  If the priest fails his magic skill roll, however, his body will 
become deformed instead.
Power: Darkness to Sight Group
Modifiers: 0 END Persistent (+1), Invisible Power Effects (All Senses)
  (+3/4), Continuous (+1), Uncontrolled (+1/2); Dispel by Healing
  Active Cost (-1/4), Only after Energy Blast does at least 1 BODY
  (-1/2), Only to blind target (-1/4), Costs END to cast (-1/4).
Advantages: +3+1/4; Limitations: -4-3/4; Active Cost = 42 points.
Power: 3d6 Energy Blast 
Modifiers: Beam Attack (-1/4), Linked to Darkness (-1/2), No Knockback
  (-1/4), Reduced by Range (-1/4).
Advantages: +0; Limitations: -4-3/4; Active Cost = 15 points.
Combined: END only from Doom Reserve (+0), Gestures (-1/4),
  Incantations (-1/4), OAF Silver Medallion of Doom (-1), Requires
  Aspirant Priest Package or better (-1/2), Not on Blessed Ground
  (-1/4), Side Effects (2d6 Cumulative Minor Transform, Caster gains a
  physical limitation) (-1/2), Extra Time: 2 Phases (-3/4).
END Cost: 5; Magic Roll: -5; Casting Time: 2 phases; Range: 75".
Real Cost: 10.

FLAMING FOE
  By channeling the malevolent anger of Doom, the priest can use this 
ritual to incinerate a humanoid foe. The fire will burn for as long as 
the priest expends the required END from his reserve, and can spread 
to combustible material. (The flames can be doused in the same manner 
as normal fire.) If the priest fails his magic skill roll, however, 
his body will become deformed instead.
Power: 2d6 RKA versus Energy Defense - Magical Fire
Modifiers: Continuous (+1); Only versus humanoids (-1/4), Does not
  work without oxygen (-1/4) END only from Doom Reserve (+0), Gestures
  (-1/4), Incantations (-1/4), OAF Silver Medallion of Doom (-1),
  Requires Aspirant Priest Package or better (-1/2), Not on Blessed
  Ground (-1/4), No Knockback (-1/4), Side Effects (2d6 Cumulative
  Minor Transform, Caster gains a physical limitation) (-1/2).
Advantages: +1; Limitations: -3-1/2; Active Cost = 60 points.
END Cost: 6; Magic Roll: -6; Casting Time: 1/2 phase; Range: 900".
Real Cost: 13.

IRON TALONS
  Upon completing this ritual, the nails of the priest grow longer and 
harden into sharpened metal. The talons will slice easily through most 
ordinary materials, and inflict an evil, burning wound. If the priest 
fails his magic skill roll, however, his body is deformed instead.
Power: 1d6 HKA vs. Physical Defense
Modifiers: Armor Piercing (+1/2), +2 Increased STUN Multiplier (+1),
  1/2 END (+1/4); Reduced Penetration (-1/4), END only from Doom
  Reserve (+0), Gestures (-1/4), Incantations (-1/4), Requires a Magic
  Skill roll (-1/2), OAF Silver Medallion of Doom (-1), Requires
  Aspirant Priest Package or better (-1/2), Not on Blessed Ground
  (-1/4), Side Effects (2d6 Cumulative Minor Transform, Caster gains a
  physical limitation) (-1/2).
Advantages: +1+3/4; Limitations: -3-1/2; Active Cost = 41 points.
END Cost: 2; Magic Roll: -4; Casting Time: 1/2 phase; Range: 0.
Real Cost: 9.

PARALYZE
  With a word and a gesture, the aspirant priest can paralyze a foe, 
leaving him vulnerable to a normal attack. This ritual locks the 
nerves of the being, using an EGO-based attack to freeze his muscles. 
If he fails his magic skill roll while casting this ritual, however, 
the body of the priest is deformed.
Power: 2d6 Entangle
Modifiers: Entangle takes no damage from attack (+1/2), Based on EGO
  combat value (+1); END only from Doom Reserve (+0), Gestures (-1/4),
  Incantations (-1/4), OAF Silver Medallion of Doom (-1), Requires
  Aspirant Priest Package or better (-1/2), Not on Blessed Ground
  (-1/4), Side Effects (2d6 Cumulative Minor Transform, Caster gains a
  physical limitation) (-1/2).
Advantages: +1+1/2; Limitations: -2-3/4; Active Cost = 50 points.
END Cost: (5); Magic Roll: -5; Casting Time: 1/2 phase; Range: 250".
Real Cost: 8.

SACRIFICE
  By sacrificing the life of a mortal being, a Doom priest can use 
this ritual to increase his own power for a few hours. Doom receives 
the life force of the sacrificed life, then rewards the priest with 
greater magical power.
  The total aid is limited by the damage inflicted with the dagger. 
Thus, to maximize the effectiveness of this spell, the dagger is 
usually plunged into the vitals of the helpless victim. If he fails 
his magic skill roll, however, the body of the priest is deformed.
Power: 8d6 Aid to END Reserve.
Modifiers: Return 5 per hour (+1/2); Gestures (-1/4), Incantations
  throughout (-1/2), 1/2 DCV Concentrate throughout (-1/2), OAF Silver
  Medallion of Doom and a Black Dagger (-1), Single Charge (Requires a
  sacrificial victim) (-2), Requires Aspirant Priest Package or better
  (-1/2), Aid limited to character point total inflicted by dagger cut
  of victim (-1/4), Not on Blessed Ground (-1/4), Side Effects (2d6
  Cumulative Minor Transform, Caster gains a physical limitation)
  (-1/2), Extra Time - 2 turns (-1-1/4).
Advantages: +1/2; Limitations: -6-3/4; Active Cost = 60 points.
END Cost: 0; Magic Roll: -6; Casting Time: 2 Turns; Range: 0.
Real Cost: 8.

SERPENT CHARM
  By communicating through his own subconscious mind, a priest of Doom 
can use this ritual to charm and command any serpent. The charm is 
more effective when the priest is in close proximity to the serpent. 
If the priest fails his magic skill roll, however, his body will 
become deformed instead.
Power: 8d6 Mind Control
Modifiers: Telepathic contact (+1/4), Only versus Serpents (-1),
  Reduced by Range (-1/4), END only from Doom Reserve (+0), Gestures
  (-1/4), Incantations (-1/4), 1/2 DCV Concentrate (-1/4), Requires a
  Magic Skill roll (-1/2), OAF Silver Medallion of Doom (-1), Requires
  Aspirant Priest Package or better (-1/2), Not on Blessed Ground
  (-1/4), Side Effects (2d6 Cumulative Minor Transform, Caster gains a
  physical limitation) (-1/2).
Active Cost = 60 points; Advantages: +1/4; Limitations: -4-3/4.
END Cost: 6; Magic Roll: -6; Casting Time: 1/2 phase; Range: 300".
Real Cost: 10.

SPECTRAL FORM
  The priest can use this ritual to assume, for a brief period, the 
dark, spectral form of a malevolent spirit. While in this form, the 
priest is still vulnerable to magic, and attacks with silver weapons. 
If the priest fails his magic skill roll, however, his body will 
become deformed instead.
Power: Desolidification (vulnerable to silver and magic)
Advantages: +0; Limitations: -4-3/4; Active Cost = 40 points.
Power: 5" Flight
Modifiers: Linked to Desolid (-1/2).
Advantages: +0; Limitations: -5-1/4; Active Cost = 10 points.
Power: Life Support - Breathing is self-contained
Modifiers: Costs END (-1/2), Linked to Desolid (-1/2).
Advantages: +0; Limitations: -5-1/4; Active Cost = 10 points.
Combined: END only from Doom Reserve (+0), Gestures (-1/4),
  Incantations (-1/4), 1/2 DCV Concentrate (-1/4), OAF Silver
  Medallion of Doom (-1), Requires Aspirant Priest Package or better
  (-1/2), Not on Blessed Ground (-1/4), Side Effects (2d6 Cumulative
  Minor Transform, Caster gains a physical limitation) (-1/2), Extra
  Time - 2 Turns (-1-1/4).
END Cost: 5 + 1/5"; Magic Roll: -6; Casting Time: 2 Turns; Range: 0.
Real Cost: 12.

VILE CREATURES
  One of the more bizarre rituals possessed by a Doom priest, this 
spell intermixes the features of the creatures in the target area. 
Thus, a captive eagle, lion, and lizard can be intermixed to produce 
three different cross-breeds. If he fails his magic skill roll while 
casting this ritual, however, the body of the priest becomes deformed.
  What purpose this ritual serves is a mystery to goodly folk, but the 
results of this experimentation can be seen in many dark corners of 
the realms. Some of these mixed breeds have become highly successful 
species in their own right.
Power: 1d6 Major Transform - Intermix features of target creatures
Modifiers: Area Effect (Radius) (+1), Continuous (+1), Cumulative
  (+1/2); END only from Doom Reserve (+0), Gestures throughout (-1/2),
  Incantations throughout (-1/2), Requires a Magic Skill roll (-1/2),
  OAF Silver Medallion of Doom (-1), Requires Aspirant Priest Package
  or better (-3/4), Not on Blessed Ground (-1/4), Side Effects (2d6
  Cumulative Minor Transform, Caster gains a physical limitation)
  (-1/2), Extra Time - 5 Minutes (-2).
Advantages: +2+1/2; Limitations: -6; Active Cost = 52 points.
END Cost: 5; Magic Roll: -5; Casting Time: 5 Minutes; Range: 260".
Real Cost: 7.

WRACK
  This ritual can be used to terrorize friend or foe alike. For as 
long as the priest chooses to maintain the spell, the target is 
wracked with painful mental energies. Only the most strong-willed 
beings can resist a lengthy period of such torment. If he fails his 
magic skill roll while casting this ritual, however, the body of the 
priest is deformed.
Power: 2d6 EGO Attack
Modifiers: 1/2 END (+1/4), Continuous (+1); END only from Doom Reserve
  (+0), Gestures throughout (-1/2), Incantations (-1/4), Visible
  Effects (-1/4), Requires a Magic Skill roll (-1/2), OAF Silver
  Medallion of Doom (-1), Requires Aspirant Priest Package or better
  (-1/2), Not on Blessed Ground (-1/4), Side Effects (2d6 Cumulative
  Minor Transform, Caster gains a physical limitation) (-1/2).
Advantages: +1+1/4; Limitations: -3-3/4; Active Cost = 45 points.
END Cost: 2; Magic Roll: -4; Casting Time: 1/2 phase; Range: Sight.
Real Cost: 9.

----------------------------------------------------------------------
                      DOOM PRIEST PACKAGE DEAL
----------------------------------------------------------------------

  When an aspirant priest is finally deemed worthy, he will gain the 
powers and limitations of an ordained doom priest during a ritual of 
ascension. He can then use any of the doom priest rituals, as well as 
those he already employed as an aspirant priest, and can create a 
temple to increase his followers. This doom priest package completely 
supersedes the aspirant priest package. (Most doom priest powers have 
an active cost of ninety points or less.)

 Skills and Talents                                        Cost
 ---------------------------------------------------------------
 300 point END Reserve, 0 REC, Only for Doom Rituals (-1/4)  24
 Detect Unbelievers (Smell), Ranged                           7
 Doom Ritual Skill 16-                                       13
 Oratory, Persuasion, Acting                                  9
 KS: Religious Dogma 12-                                      3
 KS: Religious Procedures 11-                                 2
 ---------------------------------------------------------------
 Disadvantages
 ---------------------------------------------------------------
 Package Bonus (15+)                                         -3
 Distinctive Features (Difficult, Major Reaction)           -15
 1d6 RKA from holy water & items                            -10
 Vulnerability: x2 damage from holy weapons (Uncommon)      -10
 Promotes the faith                                         -20
 ---------------------------------------------------------------
 Package Cost                                                 0

----------------------------------------------------------------------

BEAST PRESENCE
  Using this arcane ritual, the caster can assume the form and some of 
the properties of a creature that has the same evil nature as the 
priest. That is, the beast to be copied must possess some type of 
limitation versus holy men or their items. If he fails his magic skill 
roll while casting this ritual, however, the body of the priest is 
deformed instead.
Power: +8 DEF Armor
Modifiers: Limited to the armor rating of the new beast form (-1/4),
  Costs END (-1/2).
Advantages: +0; Limitations: -3-3/4; Active Cost = 24 points.
Power: Shapeshift, Any creature with limitations versus holy
Modifiers: Linked to Armor (-1/2).
Advantages: +0; Limitations: -3-1/2; Active Cost = 20 points.
Power: Growth
Modifiers: Limited to growth rating of the new beast form (-1/4),
  Linked to Armor (-1/2).
Advantages: +0; Limitations: -3-3/4; Active Cost = 15 points.
Power: +15 PRE
Modifiers: Limited to PRE rating of the new beast form (-1/4), Linked
  to Armor (-1/2), Costs END (-1/2).
Advantages: +0; Limitations: -4-1/4; Active Cost = 15 points.
Combined: END only from Doom Reserve (+0), Gestures (-1/4),
  Incantations (-1/4), OAF Silver Medallion of Doom (-1), Requires
  Doom Priest Package or better (-3/4), Not on Blessed Ground (-1/4),
  Side Effects (3d6 Cumulative Minor Transform, Caster gains a
  physical limitation) (-1/2), Extra Time - Full Phase (-1/2).
END Cost: 7; Magic Roll: -7; Casting Time: 1 Phase; Range: 0.
Real Cost: 15.

BLACK WOLVES
  The Doom Priest can use this ritual to summon a pack of black wolves 
to serve as guardian and spy for the temple. However, the wolves must 
be fed every 13 days with fresh humanoid meat, or they will be drawn 
back to their home plane of Doom. If he fails his magic skill roll 
while casting this ritual, however, the body of the priest is 
deformed.
Power: Summon Black Wolves
Modifiers: Only 2d6+1 out of 16 are summoned (-1/2), END only from
  Doom Reserve (+0), Gestures (-1/4), Incantations (-1/4), OAF Silver
  Medallion of Doom (-1), Requires Doom Priest Package or better
  (-3/4), Not on Blessed Ground (-1/4), Side Effects (3d6 Cumulative
  Minor Transform, Caster gains a physical limitation) (-1/2), Extra
  Time - 13 Minutes (-2-1/4), Return to home plane after 13 days
  without fresh humanoid meat (-1/4).
Advantages: +0; Limitations: -4-1/4; Active Cost = 73 points.
END Cost: (7); Magic Roll: -7; Casting Time: 13 Minutes; Range: 0.
Real Cost: 14.

DEATH OF A THOUSAND KNIVES
  When this ritual is completed, the target begins to suffer cuts from 
a magical talon that penetrates through the toughest plate armor. The 
victim is slowly and painfully sliced apart until all life has flowed 
from his body. If the Doom Lord fails his magic skill roll, however, 
his body will become deformed instead.
Power: 1 pip RKA vs. Physical Defense
Modifiers: Continuous (+1), Penetrating (+1/2), Armor Piercing (+1/2),
  x2 Difficult to Dispel (+1/4), No Range Penalty (+1/2); Costs END to
  cast (-1/4), END only from Doom Reserve (+0), Gestures (-1/4),
  Incantations (-1/4), Single Continuing Recoverable Charge lasting
  1000 phases (recover with sacrifice to Doom) (+0), OAF Silver
  Medallion of Doom (-1), Requires Doom Priest Package or better
  (-3/4), Not on Blessed Ground (-1/4), Side Effects (2d6 Cumulative
  Minor Transform, Caster gains a physical limitation) (-1/2), Extra
  Time - 1 Turn (-1).
Advantages: +2+3/4; Limitations: -4-1/4; Active Cost = 56 points.
END Cost: (6); Magic Roll: -6; Casting Time: 1 turn; Range: 280".
Real Cost: 11.

LASH OF PAIN
  Upon completing this ritual, the priest is able to lash his foes 
with a magical whip that induces waves of intense pain. This whip can 
reach out to foes up to 3" away, provided there are no intervening 
barriers. In addition, stronger priests are able to wield this whip 
with much greater force. If he fails his magic skill roll while 
casting this ritual, however, the body of the priest is deformed.
Power: 3d6 DEX Drain
Advantages: +0; Limitations: -3-1/2; Active Cost = 30 points.
Power: 1d6 STUN Drain
Modifiers: Linked to DEX Drain (-1/2).
Advantages: +0; Limitations: -4; Active Cost = 10 points
Power: 3" Stretching
Modifiers: Invisible Power Effects (Sight Group) (+1/2); Linked to
  DEX Drain (-1/2).
Advantages: +1/2; Limitations: -4; Active Cost = 22 points.
Combined: END only from Doom Reserve (+0), Gestures (-1/4),
  Incantations (-1/4), Requires a Magic Skill roll (-1/2), OAF Silver
  Medallion of Doom (-1), Requires Doom Priest Package or better
  (-3/4), Not on Blessed Ground (-1/4), Side Effects (3d6 Cumulative
  Minor Transform, Caster gains a physical limitation) (-1/2).
END Cost: 7; Magic Roll: -7; Casting Time: 1/2 phase; Range: 3".
Real Cost: 13.

NIGHTMARE MINION
  A nightmare minion is a shadow creature born from the subconscious 
fears of its victim. The minion relentlessly pursues the target, 
drawing him into a shadow world of terrors and unborn imaginings. The 
victim of the minion must be visible when the spell is cast, or the 
minion will return to its home plane unsated.
Power: Summon Nightmare Minion (See stats below)
Modifiers: Requires a visible target for minion (-1/4), Gestures
  (-1/4), Incantations (-1/4), Requires a Magic Skill roll (-1/2), OAF
  Silver Medallion of Doom (-1), Requires Doom Priest Package or
  better (-3/4), Not on Blessed Ground (-1/4), Side Effects (3d6
  Cumulative Minor Transform, Caster gains a physical limitation)
  (-1/2), Extra Time - Full Phase (-1/2).
Active Cost = 74 points; Advantages: +0; Limitations: -4-1/4.
END Cost: (7); Magic Roll: -7; Casting Time: 13 Minutes; Range: 0.
Real Cost: 14.

RESTORE LIFE
  This powerful ritual will restore life to a corpse for a short 
period of time, usually to serve some dark purpose of Doom. A fresh 
corpse can return to life with little loss of abilities and powers, 
while a long dead figure will function like a skeleton. The 
resurrected being will gradually return to the land of the dead, 
losing BODY from a "Susceptibility to Living" disadvantage.
  If the priest fails his magic skill roll, his body will become 
deformed instead. Note that this ritual can quickly drain the Doom 
reserve of the caster due to the high END cost required. The longer 
the corpse has been dead, the less likely this spell is to succeed.
Power: 1d6 Major Transform
Modifiers: Restore life to any corpse (+1), Continuous (+1),
  Cumulative (+1/2); -1 to Magic Roll per step down the time chart
  beyond 1 phase since the corpse was alive (-1/2), END only from Doom
  Reserve (+0), Being loses 1d6 BODY per hour while alive (-1/4), x4
  END (-1-1/2), No Range (-1/2), Gestures (-1/4), Incantations (-1/4),
  OAF Silver Medallion of Doom (-1), Requires Doom Priest Package or
  better (-3/4), Not on Blessed Ground (-1/4), Extra Time - 13 Minutes
  (-2-1/4).
Advantages: +2+1/2; Limitations: -7-1/2; Active Cost = 52 points.
END Cost: 20; Magic Roll: -5; Casting Time: 13 Minutes; Range: 0.
Real Cost: 6.

STRIFE
  A favorite and diabolical trick of the Doom priests is to employ 
this ritual to spread strife among his enemies. The target of this 
ritual will grapple with his nearest ally, who in turn becomes 
infected by the mental discord. When more allies attempt to break up 
the conflict, they too will become infected. In this manner, the 
priest can spread strife throughout the ranks of his enemies. If he 
fails his magic skill roll, however, the body of the priest is 
deformed.
Power: 10d6 Mind Control
Modifiers: Sticky (+1/2); Only to grapple with nearest ally (-1/2),
  END only from Doom Reserve (+0), Gestures (-1/4), Incantations
  (-1/4), Requires a Magic Skill roll (-1/2), OAF Silver Medallion of
  Doom (-1), Requires Doom Priest Package or better (-3/4), Not on
  Blessed Ground (-1/4), Side Effects (3d6 Cumulative Minor Transform,
  Caster gains a physical limitation) (-1/2).
Advantages: +1/2; Limitations: -4; Active Cost = 75 points.
END Cost: 7; Magic Roll: -7; Casting Time: 1/2 phase; Range: 0.
Real Cost: 15.

SUPPLICATION
  After a period of supplication and prayer to Doom, the weakened 
powers of the priest will be slowly restored to normal. Since these 
prayers are more likely to be heard by Doom while in the presence of a 
loyal congregation, this is a standard opening ritual during services. 
This ritual is very risky to perform in solitude, however, as failure 
can result in physical deformity. For this reason, despite the 
relative simplicity of this ritual, it is only taught to a fully 
ordained Doom priest.
Power: 2d6 Healing to END Reserve
Modifiers: 0 END (+1/2); 11- Activation Roll (+1 for each doubling of
  total Doom worshippers) (-1/2), Only to starting value (-1/2), END
  only from Doom Reserve (+0), Gestures throughout (-1/2),
  Incantations throughout (-1/2), 0 DCV Concentrate throughout (-1),
  OAF Silver Medallion of Doom (-1), Requires Doom Priest Package or
  better (-3/4), Not on Blessed Ground (-1/4), Side Effects (2d6
  Cumulative Minor Transform, Caster gains a physical limitation)
  (-1/2), Extra Time - 1 Minute (-1-1/2).
Advantages: +1/2; Limitations: -7; Active Cost = 15 points.
END Cost: 7; Magic Roll: -7; Casting Time: 1/2 phase; Range: 0.
Real Cost: 2.

THUNDERBOLT STRIKE
  Calling upon the power of his god, a priest of Doom can use this 
ritual to call down a powerful stroke of lightning against a foe. If 
he fails his magic skill roll, however, his body is deformed. This 
ritual will only function under the open sky, or on unholy ground that 
is sacred to Doom.
Power: 8d6 Energy Blast (Lightning)
Modifiers: Indirect (Any Direction) (+3/4); Only from above target
  (-1/4), END only from Doom Reserve (+0), Gestures (-1/4),
  Incantations (-1/4), Requires a Magic Skill roll (-1/2), OAF Silver
  Medallion of Doom (-1), Requires Doom Priest Package or better
  (-3/4), Not on Blessed Ground (-1/4), Side Effects (2d6 Cumulative
  Minor Transform, Caster gains a physical limitation) (-1/2), Only on
  ground open to the sky or sacred to Doom (-1/2).
Advantages: +3/4; Limitations: -4-1/4; Active Cost = 70 points.
END Cost: 7; Magic Roll: -7; Casting Time: 1/2 phase; Range: 350".
Real Cost: 13.

----------------------------------------------------------------------
                       DOOM LORD PACKAGE DEAL
----------------------------------------------------------------------

  The most powerful priest in the temple of Doom is given the honorary 
title of Doom Lord, and is the only Doom priest who can don the blood 
robes. A Doom Lord gains the special attention and favor of Doom, and 
he will often be whisked away to the Doom plane at any time deemed fit 
by his god. While he now commands absolute authority within the order, 
lesser rival priests will constantly seek opportunities to usurp the 
current Doom Lord and take over the post for themselves. This Doom 
Lord package completely supersedes all other Doom packages, and he can 
employ any of the Doom rituals, including those reserved solely for 
the Doom Lord.

 Skills and Talents                                        Cost
 ---------------------------------------------------------------
 400 point END Reserve, 0 REC, Only for Doom Rituals (-1/4)  32
 Detect Unbelievers (Smell), Ranged                           7
 Extradimensional Movement - Plane of Doom, Only from Doom
   END Reserve (+0), No Conscious Control (-2)                7
 Doom Ritual Skill 18-                                       17
 Persuasion                                                   5
 Oratory, Acting                                              6
 KS: Religious Dogma 13-                                      4
 KS: Religious Procedures 12-                                 2
 ---------------------------------------------------------------
 Disadvantages
 ---------------------------------------------------------------
 Package Bonus (15+)                                         -3
 Distinctive Features (Difficult, Major Reaction)           -15
 2d6 RKA from holy water & items                            -15
 2d6/Turn when on blessed ground (Uncommon)                 -15
 Vulnerability: x2 damage from holy weapons (Uncommon)      -10
 Hunted (Rival Priests: Less powerful, 8-, Assassinate)      -5
 Promotes the faith                                         -20
 ---------------------------------------------------------------
 Package Cost                                                 0

----------------------------------------------------------------------

ANIMATE ARMOR
  The Doom Priest, by means of this ritual, is able to animate a set 
of plate mail armor and use it to battle a foe. The suit of armor need 
not be in the same room as the priest. Indeed, the spell caster will 
be extremely vulnerable to any attacks, as he will be completely 
preoccupied by controlling the suit of armor. If the armor is missing 
an appendage, then the priest is unable to use that feature of the 
suit. Thus, if a leg is missing, then the suit will need to hop about 
in order to move.
  If the Doom Lord fails his magic skill roll, his body will become 
deformed.
Power: Clairsentience, Sight and Sound Groups
Modifiers: Only to see through visor of empty armor (-1/2).
Advantages: +0; Limitations: -6; Active Cost = 40 points.
Power: 15 STR Telekinesis with Fine Manipulation
Modifiers: Indirect (Any) (+3/4); Only to animate an empty suit of
  armor as if occupied (-1/2), Linked to Clairsentience (-1/2).
Advantages: +3/4; Limitations: -6-1/2; Active Cost = 38 points.
Combined: END only from Doom Reserve (+0), Gestures (-1/4),
  Incantations (-1/4), 0 DCV Concentrate Throughout (-1), Requires a
  Magic Skill roll (-1/2), OAF Silver Medallion of Doom (-1), Requires
  Doom Lord Package (-1), Not on Blessed Ground (-1/4), Side Effects
  (3d6 Cumulative Minor Transform, Caster gains a physical limitation)
  (-1/2), Extra Time - 2 Phases (-3/4).
END Cost: 8+; Magic Roll: -8; Casting Time: 2 phases; Range: 190".
Real Cost: 11.

BEAST SUMMONING
  The Doom Lord can use this ritual to summon any creature that is 
formed from parts of other creatures. Beasts such as a Griffon, Siren, 
Chimera, Minotaur, Cockatrice, or Manticore can be conjured by this 
means. This ritual will not summon shape-shifting creatures, or beings 
altered into other forms by lycanthropy. Once the beast has been 
successfully summoned, the priest will need to find some other means 
to placate or control the creature.
  If the priest fails his magic skill roll, his body becomes deformed.
Power: Summon Combined Creature (360 pt. maximum)
Modifiers: Any Creature formed from combining other creatures (+1/4);
  Gestures (-1/4), Incantations (-1/4), 1/2 DCV Concentrate throughout
  (-1/2), Requires a Magic Skill roll (-1/2), OAF Silver Medallion of
  Doom (-1), Requires Doom Lord Package (-1), Not on Blessed Ground
  (-1/4), Side Effects (2d6 Cumulative Minor Transform, Caster gains a
  physical limitation) (-1/2), Extra Time - 13 minutes (-2-1/4).
Active Cost = 127 points; Advantages: +0; Limitations: -6-1/2.
END Cost: (13); Magic Roll: -13; Casting Time: 13 Minutes; Range: 0.
Real Cost: 17.

DARK STORM
  Upon completing this ritual, a huge thunderstorm begins to form 
above the target hex in a 4km diameter. The storm creates a strong 
wind, flashes of thunder, and a driving rain for a period of several 
hours. As quickly as it arose, the storm will evaporate when the 
duration expires or the caster moves out of range. If the Doom Lord 
fails his magic skill roll, however, his body will be deformed.
Power: Images to Touch, plus Sight and Sound Groups
Modifiers: x256 Radius (+2); Only to create a thunder storm (-1/2).
Advantages: +2; Limitations: -6-3/4; Active Cost = 90 points.
Power: 14 STR Telekinesis
Modifiers: Area Effect (+1), x256 Area (+2); Linked to Images (-1/2),
  Side Effects (3d6 Cumulative Minor Transform, Caster gains a
  physical limitation) (-1/2).
Advantages: +3; Limitations: -7-1/4; Active Cost = 84 points.
Combined: Costs END to cast (-1/4), END only from Doom Reserve (+0),
  Gestures (-1/4), Incantations (-1/4), 0 DCV Concentrate (-1), OAF
  Silver Medallion of Doom (-1), Single Continuing Charge lasting 5
  hours (-1/4), Requires Doom Lord Package (-1), Not on Blessed Ground
  (-1/4), Extra Time - 5 Minutes (-2).
END Cost: (17); Magic Roll: -17; Casting Time: 5 Minutes; Range: 420".
Real Cost: 22.

MIND SLAVE
  The victim of this ritual becomes a helpless slave of the Doom Lord, 
and must obey his every command. While following the instructions of 
the Doom Lord, the victim is immune to pain and can withstand STUN 
damage without becoming stunned. If the Doom Lord fails his magic 
skill roll, however, his body will become deformed instead.
Power: Apply Automaton Advantage - Cannot be Stunned
Modifiers: 0 END Persistent (+1), Uncontrolled (+1/2), Useable Against
  Others (+1), Ranged (+1/2), No Range Penalty (+1/2); Only while
  obeying commands of caster (-1/4).
Advantages: +3+1/2; Limitations: -6; Active Cost = 67 points.
Power: 12d6 Mind Control - Verbal Commands
Modifiers: Linked to Advantage (-1/2).
Advantages: +0; Limitations: -5-1/4; Active Cost = 60 points.
Combined: END only from Doom Reserve (+0), Gestures (-1/4),
  Incantations (-1/4), 1/2 DCV Concentrate (-1/4), OAF Silver
  Medallion of Doom (-1), Requires Doom Lord Package (-1),
  Not on Blessed Ground (-1/4), Extra Time - 13 Minutes (-2-1/4).
END Cost: (13); Magic Roll: -13; Casting Time: 13 Min.; Range: Sight.
Real Cost: 20.

SYMBOL OF DEATH
  This protective ritual is used to guard sacred sites from intruders. 
The symbol of Doom is placed in a fixed location, such as a door or 
passage. Anybody touching the symbol, with the exception of the 
caster, will be struck by a massive surge of energy. If the Doom Lord 
fails his magic skill roll, his body will become deformed instead.
Power: 10d6 Energy Blast versus ED
Modifiers: Trigger (Symbol touched by STR 0 or higher) (+1/4),
  Uncontrolled (+1/2), Personal Immunity (+1/4); Beam Attack (-1/4). 
Active Cost = 100 points; Advantages: +1; Limitations: -7.
Power: Images to Sight
Modifiers: 0 END Persistent (+1), Continuous (+1), Uncontrolled
  (+1/2); Only display symbol of doom (-1), Linked to EB (-1/2).
Active Cost = 35 points; Advantages: +2+1/2; Limitations: -8-1/4.
Combined: END only from Doom Reserve (+0), No Range (-1/2), Gestures
  (-1/4), Incantations (-1/4), Requires a Magic Skill roll (-1/2), OAF
  Silver Medallion of Doom (-1), Requires Doom Lord Package (-1), Not
  on Blessed Ground (-1/4), Side Effects (2d6 Cumulative Minor
  Transform, Caster gains a physical limitation) (-1/2), Extra Time -
  One Hour (-2-1/2).
END Cost: (13); Magic Roll: -13; Casting Time: 1 Hour; Range: 0.
Real Cost: 16.

----------------------------------------------------------------------

BLACK WOLVES

  While they appear to be normal wolves with a thick, dull black coat, 
these beasts exist only to spread fear and horror at the behest of the 
Doom Priests. They will be found naturally only on the plane of Doom, 
or in the lands most blighted with his evil.

  The Black Wolves are nearly identical to the Wolf described in the 
HERO Bestiary, with the following exceptions:

 Cost  Abilities                                              END
-----------------------------------------------------------------
  24   2d6 STUN Drain, Recover every day (+1+1/2),
       Continuous (+1), Uncontrolled (+1/2); Gradual Effect
       (Every 10 Minutes) (-1/2), 3 Charges (-1-1/4), Only
       after bite does at least 1 BODY (-1/2) - Green Venom.
   5   Regeneration: 1 BODY/turn, Only on home plane (-1).

  50+  Disadvantages
-----------------------------------------------------------------
  15   Pack goes berserk during combat 8-, Recover 11-
  10   1d6 RKA from holy water & items
   5   Vulnerability: x1+1/2 damage from holy weapons (Uncommon)
  10   Must slay enemies of Doom
  12   Creature Bonus

OCV: 6; DCV: 6; ECV: 2; Modifiers: +0; Phases: 4, 8, 12.
Points = 21 + 96 = 117 = 67 + 50

----------------------------------------------------------------------

NIGHTMARE MINION

  This horrific beast from the plane of Doom is spawned from the 
darkest recesses of the humanoid subconscious. The monster is 
invisible to all save the victim from whom it draws its essence, and 
will pursue this target until it has drained the life force. Once the 
minion has completed its purpose in life, the nightmare rejoins the 
swirling vortex of primordial chaos on its home plane of Doom, perhaps 
to be reborn in another nightmare.


    Val   Char    Cost   Val   Char    Cost          
-----------------------------------------------------------------
    15    STR       5     5    PD        2
    15    DEX      15     5    ED        3
    10    CON       0     3    SPD       5
    15    BODY     10     7    REC       4
     5    INT      -5    24    END       2
    10    EGO       0    28    STUN      0
    20    PRE      10
     0    COM      -5

 Cost  Abilities                                              END
-----------------------------------------------------------------
  40   Shapeshift, Any Nightmare Form, 0 END Persistent (+1).
  22   12d6 Telepathy, Single Recoverable Charge (Return to
       home plane) (-1-1/4), Only to find a nightmare form
       from the target (-1/2).
  20   2d6 BODY Drain.
  20   Extradimensional Travel (Return to home dimension)
  24   Invisibility to Sight Groups, 0 END Persistent (+1),
       Not versus target (-1), Always On (-1/2).
  17   5d6 Mind Scan, Only versus target (-1/2)
  10   Regenerate 1 BODY/turn
   5   5 DEF Damage Resistance
   6   +3 OCV w/ Drain
   6   Climbing, Disguise 11-
   2   KS: Nightmare forms 11-

  75+  Disadvantages
-----------------------------------------------------------------
  25   Distinctive Features (Not conceal, Extreme Reaction)
  20   Psych. Lim.: Must pursue target until slain (Common, Total)
  30   x2 BODY from attacks not coming from target (Very Common)
  68   Creature Bonus

OCV: 6; DCV: 6; ECV: 2; Modifiers: +3; Phases: 4, 8, 12.
Points = 46 + 172 = 218 = 143 + 75

-- 
 Bob  [[i--bl--e] at [eskimo.com]]