Liber Angelica - Weird Angelic Stuff for Dungeon World
Dec 13, 2016 17:46:58 GMT -8
Post by HyveMynd on Dec 13, 2016 17:46:58 GMT -8
Liber Angelica
Weird Angelic Stuff for Dungeon World
Weird Angelic Stuff for Dungeon World
For no real reason, I opened up an old Google Doc I had of some stuff I wrote for Dungeon World. I crave attention and feedback, so I'm posting the stuff here. I may try to write up some more as inspiration strikes.
Creatura
Seraphgate Shard
Hadraniel thrust home Their lance
Unto the Gate and it was rent.
From Heaven high fell to The Depths
With sound of righteous thunderclap.
But mortal seas could not long hold
Sundered pieces that once were joined.
And that which Angels wrought strides forth
On countless legs of chitin hale.
Unto the Gate and it was rent.
From Heaven high fell to The Depths
With sound of righteous thunderclap.
But mortal seas could not long hold
Sundered pieces that once were joined.
And that which Angels wrought strides forth
On countless legs of chitin hale.
Solitary, Huge, Construct, Magical, Planar
20 HP 4 Armor
Giant Stone Claws (d10+3 damage, ignores armor)
Reach, Forceful, Messy
Special Qualities: Made of Celestial Obsidian
Appearing as a chunk of rune-scribed obsidian atop a profusion of crustacean limbs, these huge creatures are in fact the remnants of a massive gate. Once a link between the mortal and celestial planes, the portal was intentionally destroyed and the pieces scattered during the War of the Fall to prevent the infernal legions access into Heaven. Over aeons the divine magic contained in each of the pieces have warped their physical forms, granting each mobility and a rudimentary intelligence. The shards now move slowly but steadily across the mortal realm, attempting to reunite with one another and once again form the Seraphgate.
Instinct: to reassemble itself
- Crush with massive claws
- Drain nearby divine energy
- Focus its terrible eye upon someone
- Plod steadily on, ignoring all obstacles
Custom Moves:
When a Seraphgate Shard probes your mind, you’re Defying Danger to do anything other than babble all you know regarding the location of other Shards.
When you are caught in the burning gaze of a Seraphgate Shard, roll+WIS. On a 10+, choose one, and on a 7-9 choose two:
- you gain the Confused debility;
- you suffer 1d8+3 ignore armor damage;
- you add “Did I work to discover the location of a new Seraphgate Shard?” as an End of Session question that only you mark XP for.
Illustration by Gennifer Bone.
Instrumentum
The Silent Crystalline Tears
And Angels’ Grief from Heaven spilled,
To Mortal Realm in silent shower.
Twice ten times thirty-three and six,
For deeds wrought by Hadraniel.
To Mortal Realm in silent shower.
Twice ten times thirty-three and six,
For deeds wrought by Hadraniel.
0 Weight
A finger-length multifaceted spike of translucent cerulean crystal. Apocryphal texts say they are the frozen tears of Angels, fallen to earth as the Heavenly Hosts wept over the destruction of the Seraphgate. Those who bear a Tear in their flesh are granted a trickle of divine power and visions of Paradise.
When you drive a Silent Crystalline Tear into your skull, your soul is permanently affixed to your physical body. You are flesh inviolate and Death can not claim you. If the Tear is ever removed, you become mortal once more.
When you start a session with one or more Silent Crystalline Tears in your skull, the GM will give you a vision of The Paradise Yet To Come, then roll+WIS. On a 7+, you mark XP at the end of the session if you worked towards making your vision a reality. 10+, you take +1 ongoing when acting to make your vision a reality.
When you drive the six hundred and sixty sixth Silent Crystalline Tear into your skull, you shed your mortal coil in a terrible blaze of radiance and ascend to the Celestial Realm.