It may
be a kind of living madness, awake and aware, hunting you invisibly though the
darkness. Hovering, waiting for a crack. It may be your own hidden desire to
die exploding suddenly from a repressed subconscious. It may be some deep
engine of your surface biology revolting against its presence in a place its
knows it was never meant to be. It may simply be cold compressed fear of an
alien world that does not want you to survive.
For DM’s,
its best to think of the Rapture as a kind of invisible monster that
continually follows the PC’s, drifting and waiting for its time to strike.
Contact
with the Rapture always takes place in the following sequence.
1.
Contact is made.
2. The
PC enters conflict with the Rapture inside their mind.
3. If
the PC survives, they are changed by the experience. Roll on ‘The Effects’
The
Rapture gains one HD for every day since anyone in the party made contact with
it. So, it never attacks on the same day twice. On the second day it attacks at
1HD, the next at 2HD, and so-on.
Contact
The
above being true, the Rapture will attack when a PC
- Finds
themselves lost and alone.
- Is
trapped in a squeeze (actually a good time as its ability to harm you is
lessened)
-
Witnesses a friend’s death.
-
Loses any capacity to make light and is engulfed in the dark
- On
encountering one of the Lower Darks.
- On
things going unusually and extremely wrong in a way that surprises even the DM.
(If
the Rapture has a choice of multiple targets in the same situation, it will
only ever attack one, always the weakest, the one with less hit points at the
moment of attack.)
In
addition, players may choose to encounter the Rapture in the following ways.
- If a
random encounter is rolled during a long journey, any PC may say “I choose
Rapture”, this cancels the encounter and replaces it with an attack of the
Rapture in the same physical conditions (cave, pitch etc). The declaring PC is
always the one attacked.
- A
player who has been knocked unconscious (usually Zero hp) may likewise declare “I
choose Rapture”. If they win the contest inside their mind, they sit back up
with 1hp. If the Rapture wins, it sits up in their body, with 1hp.
The
Contest
This
battle takes place inside the mind of the victim. It occurs just like an
encounter, in combat rounds. The PC
fights to retain control of their body and actions, the Rapture fights to
possess and destroy them and their friends.
Time
in the outside world also passes in combat rounds. The PC’s fellow adventurers
cannot fight for them but can protect or restrain their body.
(At
the DM’s discretion, certain Spells or Items may allow PC’s to join and assist their
friend inside their nightmare vision.)
The PC
is frozen during the encounter. Whoever wins a round of combat can do one
of the following actions with the PC’s body.
- Move
one limb.
- Move
the fingers of one hand.
- Make
a sound or single syllable word.
- Move
one space back or forth along this chain;
Standing-Kneeling-Recovery
Position-Foetal Position.
If either
the player or Rapture wish to perform any kind of complex action, (ie pulling
up an friend trapped on the end of a rope) they must break it into a series of
smaller steps and win continuous rounds of combat within the mind. To cry “help”
the PC must win at least one round.
The
Rapture has HD equal to the days since its last attack. It’s damage die is the
die size closest to its HD. Its attack bonus and bonus to damage are the same
as its HD.
So a
Rapture that has not struck for five days has 5HD, +5 to hit and does d6
damage.
The PC
has their current hit points as normal.
Their WIS
is their AC in this fight.
Their INT
is treated as if it were STR and decides any bonus to hit or damage.
They
have whatever weapon they held last.
The
Rapture can appear as anything and in almost any environment, although the DM
may wish to roll 2d10 on the table below.
|
It
appears as
|
In
this place
|
1
|
Parent(s)
|
Childhood
home
|
2
|
Your
God
|
In
the dying gleam of sun at the core of the Vampire Court
|
3
|
Mirror
Self
|
Inside
a vast Engine of Earth
|
4
|
A
Living Dark
|
A
sinkhole sucking you down
|
5
|
A
dead friend
|
Empty
Myconid City
|
6
|
The
one you love most
|
Lair
of the Antiphoenix (Antiphoenix absent)
|
7
|
A
foe you recently killed
|
Halls
of dripping pearl shaped like half-closed eyes
|
8
|
A
powerful foe who remains
|
Across
the surface of an enormous eye
|
9
|
A
innocent victim of yours
|
Hanging
from a chain above a great abyss
|
10
|
An
Earth Elemental
|
On
a capsized black ship sinking into a black sea as lights gather beneath the
surface.
|
The Dm
should be advised that the environment also hates the PC and wants them dead,
however, it cannot betray the logic of its construction.
If the
PC wins, they get their body back. If the Rapture wins, it gets full control of
the PC for rounds equal to its HD.
It
wants the following things;
Suicide,
preferably by falling.
Homicide,
preferably of friends.
Equipment
destruction or loss.
The
Rapture will usually be either screaming or laughing or both. If it takes the
body of a mage or Cleric and has the ability, it may self-curse. It will do
whatever it can to hurt the party, though its usual first action is to jump
screaming from as high a place as it can reach.
Survival
If the
PC survives its contact with the Rapture they will always be changed by the
experience. They must roll on ‘the effects’.
The
good news is that if the Rapture fails to kill someone ten times in a row, it
will usually leave them alone after that.
Usually.
Wow, next time one of the PC's pisses off some gypsy/shaman/elder god...
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