Enoch 10:16 (GLOG race-as-class: Paladin)
Remember the Cloak-and-Sword bandwagon? The one with the single-template classes and Esprit mechanic? I really don't. I was pretty deep into an addiction to nasal decongestant sprays at the time and may have sold a few blogposts to fund my habit. Sorry. Thankfully, I recently found an early draft and managed to get it into fighting trim.
Make no mistake: you did nothing wrong. You did what you were told, or maybe you didn't, but what you did was right- and for it, you had to take the fall. The boys upstairs weren't gonna be held accountable, and the big man sure as Hell wasn't.
Your punishment would be your redemption: to be sealed in armor and to set right the world's wrongs.
Angels have hidden themselves from men. Men are hidden from angels. God's away on business. You're still here.
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Class: Detenu
Start with: a mancatcher (as quarterstaff, but can be used to grapple people), a set of shackles, and 3 bolas. All of these work on both people and angels.
Locked Up: You are a set of heavy armor with an angel bound inside of it. You can see and be seen by your fellow angels, although they don't like to acknowledge your presence. Damage from blades is halved against you. You really don't have any blood to spill, just structural integrity to maintain- for you, a blacksmith is treated as a surgeon. You can't take your armor off, but you can make a human face appear under your visor that tends to bear an uncanny resemblance to an important person who died a century ago.
Inner Light: Under all that steel, there's still you. You can emit bright light from under your visor like a bullseye lantern, and anyone bathed fully in this light for a minute must save or hold Esprit for you until they see you break a law. If you ever die, you explode like a holy hand grenade for 1d10+[max HP] damage in a 10' radius and for 1d6 damage another 20' out.
Se Rendre: When you enter a combat loudly expressing intent to capture, enemies who fail their morale checks will surrender instead of fleeing. On a double ones, it's a false surrender meant to lure you into a trap- so GMs, make this roll in secret. On a double sixes, they'll turn informant and hold Esprit for you as long as they're protected. This feature does not work on people of a higher social station than you unless you have some serious social leverage over them.
Jurisdictional Troubles: Worldly authorities consider you to be a thief-catcher or an agent of whatever noble you seem to be working on behalf of. Church authorities consider you to be the same rank as whatever clergyman you seem to be working on behalf of. Angels consider you a loose cannon, albeit a useful one. The moment any of them think you've gone rogue, they consider you a criminal, heretic, or menace until you can prove otherwise.
For what it's worth, you consider yourself to be right.
Threw Away the Key: When is redemption coming? When will God let you out? Maybe, if you do something righteous or wicked enough, something to be seen by all the land, that watcher from on high will come and set you free- either for your promotion or summary execution. And while He's here, maybe He'll get something else done, too. One would certainly hope so.
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