Titan Blood

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Titan's Blood


Because the gods were unable to absolutely kill the titans (although some fell to that state temporarily!), these old gods of Scarn were imprisoned by the new gods of the Scarred Lands. The blood of the fallen titans now springs forth or pools in various (and often seemingly random) parts of the world, and it is highly prized for its potent magic. Only the blood of mighty Mesos cannot be gathered, for that titan was dispersed, and his remains are thought to be found in another form in the Scarred Lands...

Description: The Scarred Lands were devastated during the Titanswar 150 years ago and the world has yet to heal. The mighty titans suffered great wounds, but their godlike stature has prevented their final deaths. From Kadum who still spews the ichor that colors the Blood Sea to the venomous gobbets of Mormo embedded in such desolate places as the Hornsaw Forest, the Scarred Lands are a restless tomb for the defeated godlings.

Crafty alchemists without the skill of true magicians have long since learned that the titans' blood is a source of incredible but dangerous power. Not a few foolhardy explorers make their living skimming the Blood Sea for clots of Kadum's gore or returning seeping bits of Mormo or the other fallen ones. This is a task made doubly difficult because many of the titans are still worshipped by sinister cults who seek to protect or gather their lords' remains. The blood itself is too dangerous to devour in its pure form - unfortunates who have done so have often joined the ranks of the terrible monsters who still threaten the Scarred Lands - but certain diluted forms have been discovered to grant strange powers.

Powers: Unless the individual type of blood's description says otherwise, all rules for titans' blood are the same as those for potions. It is worth noting that the following effects are simply the most common; a given titan's blood might posses an entirely different power if drawn in a different locale or diluted in a different fashion. The effect of ingesting the blood of other titans is a matter of pure speculation.

Chern's blood retains its terribly infectious nature. Luckily for the person who imbibes it, its treated form turns the user into a carrier without harming him. For one hour after drinking the blood, anyone who is touched by the user of this preparation must make a Fortitude save (DC 13) or catch one or more diseases immediately. Roll d8 and consult the chart: Result Disease Contracted 1 Blinding Sickness 2 Cackle Fever 3 Filth Fever 4 Mindfire 5 Red Ache 6 Shakes 7 Slimy Doom 8 Roll Twice

At the end of the duration, the user is no longer a carrier, though any who have contracted diseases continue to suffer with the affliction.

Gaurak's blood instills a bit of the endless hunger of the titan into one who imbibes it. For three hours, the user may drink or eat anything that she can manage to swallow without suffering any ill effects directly derived from actually devouring it. Thus, she could drink a gallon of cyanide or devour 100 pounds of sewage without effect, but lava would burn her face away before she could even try to swallow it. When the blood's effect wears off, it is as though the user had not eaten or drank any of the things she swallowed during the three-hour duration. Unfortunately, the Glutton's blood instills a dangerous hunger of its own; henceforth the user must make a Willpower save (DC 15) whenever any titans' blood of any sort (even un-purified) is present or do anything to drink it immediately. This compulsion lasts until a remove disease spell is successfully applied.

Golthain's blood temporarily brings about certain changes that are both horrific and beneficial. For one hour after imbibing the blood, the drinker's face, ears and hair fade away, leaving his head smooth and featureless. He suffers a -­5 Charisma penalty, but is rendered immune to all attacks that utilize the sense of sight, hearing, smell or taste. This includes magical attacks based upon such senses, including Medusa stares, siren voices or troglodyte musk. Strangely, the user may still act as though his senses were unimpaired for the purposes of movement, attacks and other actions, as he temporarily inherits the odd features of the faceless titan.

Gormoth's blood keeps its wild and raw nature even when processed. For three hours after drinking it, the user is reduced to Intelligence 6 (if the initial level was higher), but is blessed with Strength of 19 (if the initial level was lower). He also exudes a musk that causes members of the Abandoned to confuse him for one of their own, but which inspires nausea for anyone within 10 feet that fails a Fortitude save (DC 15). Those overcome by the stench suffer a ­2 penalty on all saves, skill checks and attacks for 2d6 rounds.

Gulaben's blood inspires madness. The user radiates an aura of insanity for one hour after drinking the titan's blood. Anyone, friend or foe, within 15 feet must make a Will save (DC 14) every single round or suffer as though affected by a confusion spell. Upon initially drinking the blood, the user must succeed at a Fortitude save (DC 10) or be affected by the confusion for the first five rounds of the duration.

Hrinruuk's blood endows one with the deadly bolts of the hunter titan. For one hour after imbibing the blood of the titan, the user may create one fiery bolt, as though made by a flame arrow, per minute. If any creature, whether friend or foe, flees from the user during the one-hour duration, he is compelled to pursue at the fastest speed possible and seek to bring the quarry down with the flaming missiles (Willpower save DC 20 to resist this compulsion, but resisting it immediately terminates the effect of the blood).

Kadum's blood applies the titan's terrible fate to anyone who suffers harm at the hands of the user. Any physical attack, whether by weapon or natural attack, by the user that causes damage to a foe is treated as a wounding attack. Such an attack causes the victim to continue to bleed for 1 point of amage per round thereafter unless a successful Heal check (DC 15) or a cure or healing spell is applied to stop the bleeding.

There is a potion called Kadum's Blood (reference Relics and Rituals P.167)

Lethene's blood turns the user into the eye of a storm, even as the Dame of Storms is reputed to be. For four hours after consuming the titan's blood, the user creates a control weather effect of a terrible storm which affects the area within a two-mile radius, but which leave an eye of peace for 10 feet around the user. The effects of the storm are not suffered by anyone within this 10 feet radius.

Mormo's blood transforms the user in a quite serpentine way. For three hours, snake scales cover her body and she gains certain resistances. The user becomes immune to all poisons and gains a +7 natural AC bonus for the duration. The user's Charisma is reduced to 11 for the duration, if it was at a higher value.

Thulkas's blood transforms the imbibing person into a red-hot iron version of herself for one hour. For the duration she benefits as though under an iron body spell, except that she is also glowing red from heat, as though under a heat metal spell. Though this effect does not damage the drinker, it is not at all subtle and is likely to destroy personal possessions and property.

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