SIMULACRUM
“As messengers, warriors, and voices of the gods, the simulacra come in a variety of shapes and forms, some barely recognizable as a being unto itself, presenting as whirling balls of energy and windswept detritus.
Those that do mimic the forms of humans or aelthen, however, are crafted with a specific purpose: to commune with us and evangelize the will of their patrons. However, there are those who are either tasked with goals and ambitions we don’t understand, or are imbued with a sort of free will we normally associate with the mortals of the Tempest.
Those few that show this behavior are a mystery to us, as they speak as though they are one of us, and it’s impossible to know whether they are simply attempting to instill trust as an avatar of their deity, or are actually present as a member of society - but, I suppose, no one can know that aspect about any of us, mortal or otherwise.”
~“Lectures on the Divine III, Pg 483”, Ophidius the Wise
Constructs of the Divine, simulacrum are the will of the gods made manifest. Each is tasked with a goal or mission which, once carried out, seems to end with the obliteration of the Simulacrum. Its job done, it is disposed of and returned to the clay of creation it came from.
However, some appear, for all intents and purposes, to be members of the community living out seemingly normal lives. It is unknown if these have strayed from their masters grip, or some sort of free will was bestowed upon them in the past. Deepening the mystery, few if any of these can tell you which it might be as most if not all have lost the reason why this has happened.
What is known is that the simulacra are shaped and designed with purpose, often etched with the divine maker upon its flesh for all to see.
The Forsaken, derived from Divine visions of some unknowable underworld, occasionally appear in the world of Tempest. They are often guided by some deific imposition to scour the lands of errant souls, but are just as likely as any other simulacra to be afflicted by the urge to live out mortal lives.
Those that do attempt to live among mortals often find themselves at disadvantage attempting to do so: the forms they were crafted with lend an air of unease, and communities trust for them is a scant commodity.
The features that mark them as Forsaken, often include fiery tones, a preference for dark, shadowy corners, and demon-like horns and tails, resulting in forms reminiscent of tales to scare children, and encourage mobs of angry townsfolk.
As with all other simulacra, the Celestine is designed with some divine goal in mind, though it may never be known by anyone other than its divine maker. However, some features appear consistent enough to group them together: a paleness that suffuses their eyes and flesh, flecked with metallic gold, and often a marked preference or emission of an internal light that carries with them everywhere.
Creations from beyond the veil that separates our worlds from the Tempest, the Arbiters origin is hazy at best, and rife with rumor and speculation. Crafted much like other simulacra, they often bear a mark signifying their creator, but none have yet been able to decipher them, nor are the Arbiters themselves either aware or at least willing to share.
What is known is that the Arbiters all share an unusual affinity for the Maelstrom, some even growing stronger after leaving our world, passing through Stormgates, or contacting the Dark.
Makers Mark (1): [Repped] As crafted beings, the simulacra often bear the mark of their creator, whether it be as a mark of the artists’ pride, proclaiming ownership, or as a warning to others. The Character must represent the marking of one of the Deities (or variation thereof) scarred, stamped, tattooed, or branded somewhere on their face in at least a 2” by 2” square or larger. Other maker’s marks may be approved at the discretion of the Staff.
Note: Many entities have existing designs, and simplification or variation on the established design is allowed, as long as the relationship is clear.
Stoic Disposition (2): Simulacra are often apparently “purpose-built” and sometimes features are simply not included - this particular one seems to lack the emotional range common in most breeds. The Character’s emotions are subdued or even non-existent. They have difficulty empathizing with others and are motivated by principle, mission, and reason, rather than feeling. Because of this, she cannot gain benefits from any of the Heartbond, Boon Bond, or Generous Soul advantages.
Demonic Heritage (1): The forsaken are clearly crafted from the same sources as demons, but it’s unclear how deep this shared heritage goes. This Character has the Demon Blood Flaw from the Character Options Chapter as a Breed Challenge.
Small Horns (2): [Repped, Horns] Short horns are a common sight on Forsaken, and more than once has gotten the unfortunate simulacra misidentified as a demon. This Character must represent two or more small horns that are up to 6” inches in length.
The Maw of The Abyss (2-3): [Repped, Teeth] Toothy grins are a common sight among many breeds, but the teeth of a Forsaken just seem a little more malicious somehow. This Character has must represent having a set of fangs [2 points] or a full set of sharpened teeth [3 points]
The Cambion’s Cord (3): [Repped, Tail] Much like the demons they are often associated with, the Forsaken sometimes have a tail, most often whiplike and barbed at the end. This Character must represent a tail that comes from their lower back in a realistic fashion (not just held on like a belt flag) that is 24 or more inches in length.
Susceptible to Light (3): [Repped] Lore has it that the Forsaken are constructed in a place with no name, and in total darkness, as the flesh they are carved from melts away in the light. The character must represent a separate mark (that meets the Makers Mark Breed Challenge criteria) on the back of their hand, as well as whenever you are hit with an attack with the Radiance Accent you take “1 Radiance” as an additional effect.
The Devil's Twist (3): [Repped, Horns] Though the crowing horns of the Forsaken are often compared to a goat or rams horns, they often bear an uncommonly dark and crimson coloring, hinting at a dark heritage. The character must have at least two horns, which must exceed 6” in length.
Infernal Gaze (5):[Repped, Eye Color, Eye Makeup] Cast in darkness, rumor has it that the Forsaken’s eyes glow in the dark, but surely it’s only the fiery coloration, which is unnerving enough. In addition, this coloration must extend to eyeshadow and eyeliner of the other color selection (Red eyes, Black eyeshadow / Black eyes, Red eyeshadow). This Character must make their eyes appear red or black with eye contacts. This Challenge can be taken only for colors outside the range of human coloring.
Angelic Heritage (1): As a child of the light, celestines are often as uncomfortable on unholy ground as their more divine cousins. This Character has the Angelic Soul Flaw from the Character Options Chapter as a Breed Challenge.
Purifying Claws (2): [Repped] Though they may look like us, they are still creations of the gods, and so even small details might give a celestine’s true nature away. This Character must have the majority of their nails colored white or silver extending at least an inch beyond their finger tip.
Form Follows Function (2): [Repped] Cast from some unknowable font of divine materials, celestine’s flesh can often show the construction of the material they were built from. This character must represent having seams at any exposed skin where the following major joints are: shoulder, elbow, wrist, knee, ankle. The joints should be highlighted in metallic gold, and shadowed like a mannequin or doll.
Inner Light (3): [Repped] The spirit within the celestine is not always fully encased by flesh, and can sometimes shine through, pure and divine. This Character must have some markings or objects, that’s a part of them, produce a small amount of light.
Pale Star in the Void (4): [Repped] The flesh of the celestine is rumored to be “light, condensed into flesh”, and so it is with this celestine: the darkness robs them of vitality. The character must represent a separate mark (that meets the Makers Mark Breed Challenge criteria) on the back of their hand, as well as whenever they are hit with an attack with the Darkness Accent they take “1 Darkness” as an additional effect.
Cast in the Image (4): [Repped, Wings] Some divine craftsmen are, it seems, not without a sense of form over function. This celestine bears a set of wings, though they are not capable of lifting the celestine. The Character must represent a set of angelic flavored wings coming from their back that is at least 3’ from the point of connection to the farthest wing location.
Divine Gaze (5):[Repped, Eye Color, Eye Makeup] Within the Light, there is truth, and some celestines have gazed upon the eternal truth of the divine and been forever changed by it. This Character must make their eyes appear different shades of gold or white using contacts. This Challenge can be taken only for colors outside the range of human coloring. In addition, this coloration must extend to eyeshadow and eyeliner of the other color selection (gold eyes, white eyeshadow / white eyes, gold eyeshadow)
Tempestuous (1): Hailing from beyond the veil, the arbiters are never truly cut off from it, though some are more akin to conduits for it, and taint everything they touch. Any ritual that this character is involved in has the Dark Territory increased by one.
Essence of Creation (2 or 4): [Repped, Face] Built from unknowable substances beyond the realms we inhabit, the flesh of the arbiters seems no different than any others, until one pays close attention. This Character must represent having different shades of purples and blues portraying the seams of a mask around the contours of the face and broken lines representing “mask” is broken. If instead the player chooses to rep this challenge with an actual mask representing this trait, this challenge awards 4 points.
Order’s Rebuke (3): [Repped] Few creatures care to be bound, but the Arbiters revulsion of the concept hints at deeper machinations at play. The character must represent a separate mark (that meets the Makers Mark Breed Challenge criteria) on the back of their hand, as well as whenever you are hit with an attack with the Force Accent you take “1 Force” as an additional effect.
Runic Bond Of Creation (3): [Repped] The arbiter’s construction is somehow different from the other simulacra, be the mystery of the how and why remain. This Character must represent having large or long strands of runic or complicated markings on their skin that can glow under blacklight.
Aberrant Flesh (4): [Repped] Built from materials beyond the veil, sometimes the arbiters seem designed to blend in with things or places other than our societies. What those might be, or where they might have been intended for is unclear. This Character must represent the majority of their skin, not including the head, as some sort of material such as stone, metal, clay, or textile as if they are a doll, mannequin, or other artificial construct.
Eyes in the Dark (5): [Repped, Eye Color] Born in turmoil, This Character must make their eyes appear as any color or shape. This Challenge can be taken only for colors and “natural” shapes outside the range of human coloring.
Understanding (1): As creatures of the divine, the Simulacrum know the regions they hail from. This Character has the Lore: Planes Skill from the Skills Chapter as a Breed Advantage.
Deep Connection (4): The Simulacrum never has to question where they come from, or what their purpose in life is, they merely have to ask their maker. This Character has the Patron Perk from the Character Options Chapter to their deific maker as a Breed Advantage.
Note: This requires that you choose as your Patron one of the Deities.
Divine Spark (4): When the Simulacrum is the Primary Ritualist in a Divine Ritual, the Simulacrum may cut themself, Sacrificing two Life Points into the Ritual to move Dark Territory one step up or down the Dark Territory Table. This can only be done once per Ritual.
Born Hatred (1): The war in heaven is eternal. This Character can add +2 damage to any Spike by adding the “to Angel” Qualifier to the attack.
Completion of the Pact (3): When this character successfully completes a death blow, they may gain plus one Spike Damage for their next use of a Spike. This does not stack and is applied whenever the next spike is used.
Scalding Power (6): Through the fiendish heritage of the Forsaken some find that they may call upon their cursed blood to wound their enemies. This Character has the Shadowflame Cantrip below:
Shadowflame [Breed] Incant: "From ancient blood, I summon the Shadowflame.” Call: “1 [Flame or Darkness]” or “2 [Flame or Darkness]” Target: Individual Duration: Instantaneous Delivery: Packet (Spell-Packet) Refresh: Immediate Accent: Flame or Darkness Effect: Damage This minor spell charges a Spell-Packet of materia with an explosive burst of demonic power which will do 1 point of damage to those it hits. The Forsaken may choose, when the Power is used, whether it will do Flame or Darkness damage. If the Forsaken expends a Spike while casting this spell, it will do 2 points of damage. |
Born of the Burning Wastes (6): Built in the pits of the Abyss, the Forsaken need not fear flame. Whenever this character completes a Short Rest, they gain a Protect vs Flame.
Vitae Nocturnus (8): The darkness embraces the Forsaken, holding them close, and cradling even the most injured, guarding them from death. From 7:00 PM to 7:00AM this Character cannot bleed out normally from their Bleed-Out Timer. This does not mean they cannot move to their death timer from a Damage, Death Effect, or Death Blow.
Sculpted by the Dark (12): Crafted from solidified darkness, the Forsaken can withstand assaults from the abyss with ease. The character has Resistance to Darkness Effects. This will last until the character has resisted a number of these Effects equal to their Maximum Life Points. After that she is affected by them normally until she completes a Long Rest.
Divine Health (2): The divine, hallowed flesh of the Celestine flows together like water, reknitting itself almost instantly. The Character has the Quick Healing Perk as a Breed Advantage from the Character Options Chapter.
Aspect Of Truth (3): Blessed with a sliver of the omniscience of its maker, the celestine is attuned to the Truth, peering beyond the material, into the spirit of those they encounter. This Character has the Divine Scrutiny Power below:
Divine Scrutiny [Breed] Incant: One minute of RP Call: “ Discern: Have you knowingly spoken an untruth in the last five minutes?” Target: Individual Duration: Instantaneous Delivery: Verbal Refresh: Short Rest Accent: None Effect: Discern The Celestine after talking to another being for a small amount of time will be able to peer at through the words that someone is saying to them. After one minute of talking to another, they may Discernif someone was actively trying to deceive them. |
Protector of the Innocent (4): Protecting those dear to the divine, the Celestine has to but touch those they wish to seal away from harm. When this Character completes a Short Rest they may give someone other than themself in Touch range one Protect vs Weapons. They may do this a number of times per Event equal to half their character level rounded up.
Descent from the Heavens (4): While the wings of the Celestine do not grant flight, as those of the angels do, they are not entirely without merit. This Character has Resistance to the effects of Falling. In addition, the character has the Agility Perk as a Breed Advantage from the Character Options Chapter. This Advantage can only be taken if the Character has the Cast in the Image Breed Challenge.
Abjuration of The Dark (5): Shielded by the divine guardians of their deity and creators, the Tempest itself is held back. Once per event this Character can choose to be Immune to the effects of Dark Territory that would target the Character directly for one effect.
Embrace of the Light (8): The essence of all that is light, is also holy, and so those cast from the font of the divine need not fear while the one true radiance shines upon them. From 7:00 AM to 7:00 PM this Character cannot bleed out normally from their death-count Timer. However, if a Death Blow is used on the character, this ability will fail to function until they are stabilized or have at least 1 Life Point.
Twisting Complexity (1): The arbiters are no stranger to the Tempest, and wherever they may go, they cannot stray far enough to be without its guidance. Whenever this Character is not in the world they are originally from, they count as having the Sensitive Perk from the Character Options Chapter. This includes passing through a stormgate, or traveling to another chapter.
The Waystone (2): Arbiters are islands of calm in the maelstrom of the Tempest, and can solidify the protections of the Worlds when necessary. This Character has the Hearth Perk from the Character Options Chapter as a Breed Advantage, and can choose up to 5 points worth of other Hearth Perks.
Latent Psionic Energy (3): The Arbiter has some amount of psionic energy stored in their form that they can call on in times of need. When called upon the Arbiter is able to force their mind unto another to confuse and remove the Arbiter from their direct attention. This Character has the Mental Rubrication Power below:
Mental Rubrication [Breed] Incant: “Through ancient power, I call for the rubrication of your mind!” Call: “[Name or Description]: Short Repel by Mind” Target: Individual Duration: Instantaneous Delivery: Verbal Refresh: Long Rest Accent: Mind Effect: Repel Upon calling forth this power they may point at their target and call “[Name or Description]: Short Repel by Mind” |
Barrier of The Storm (6): Tapping into the magics of order and creation, warding against the Tempest, the Arbiter may take these protections with them while away from their Hearth. When Short Resting in an Arcane Locus the Character may spend one Spike to gain two points of Barrier.
Rogue Servitor (7): Masters of creation, the divine sources of Arbiters impart some of this skill onto their creations, allowing them to siphon pure maelstrom into their rituals. Once per Long Rest when this character is the Primary Ritualist, the character may replace instances of a basic resource required for the ritual, by increasing the Dark Territory by one. Additionally the character may replace a Ritual Wand by increasing the Dark Territory by 3 and/or a Ritual Powder by increasing the Dark Territory by 6. This may be used to substitute any number of these types of resources in a single ritual, adding additional Dark Territory to the ritual result. The character may never increase the dark territory with this skill by more than double the number of ranks of the appropriate ritual skill (Arcane or Divine). This skill has no effect on Enchanting, Tinkering, or Alchemy even if Dark Territory is involved.
Labyrinthine Perfect Form (8): Created from materials beyond the veil, the Arbiters’ connection with magic goes beyond most mortals, creating linkages impossible for other breeds.
You may gain an additional Signature attunement slot, however the enchanted item must have the Ruin, Death, Power or Tempus aspect, or require one of those Foundation Resources by name for every Enchantment or Ritual on it.