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Flagellants

My pain is a sacrament, through which I will ease the pain of the suffering…

“Flagellants”

To live is to sin.
The only way to cleanse thyself of sin is through pain.
Pain is a divine covenant between you and The Lord. Succumbing to pain is a sign of weakness of the flesh AND the soul.
Through the haze of agony you can feel God’s power enter you… sustain you.
You understand now that your flesh is weak, but by wounding your flesh, you are strengthening both it and your soul, and through this pain, you can ease the suffering of those who lack the moral strength that you do.

During the time when the Bubonic Plague was ravaging Europe, some monks and other devout people received “visions”. The Plague was meant to strike down the guilty. In order to purify their body’s and souls, these “monks” took to whipping themselves with barbed whips, hoping that the pain and blood they caused to themselves would cleanse them of the sin that condemned other people.

Religious visionaries who saw pain as a way of cleansing themselves are nothing new. Most religions have seen their fair share of them, and many assume that such a thing is a relic of the past. Rather, it would have been, had some of these Flagellants not stumbled upon a path to power from “God”.

The pain they cause themselves really DOES cleans them of sin, and the Magickal charges that they generate are in fact blessings from God… or so they believe. In fact, they seemed to have stumbled upon Epideromancy long before the Post-Modern era.

The central paradox is similar to that of Epideromancy. The Adept seeks to purify themselves, by destroying their bodies. However, most of the Formula spells for this path are based around helping others. The Adept also seek to help others by sacrificing their own bodies. Needless to say, Adepts on the path of the Flagellant often find themselves channeling The Martyr.

Within the Order of St. Cecil, there are those who take their devotion to The Lord a little… more seriously then the other members.

Random Effect: The Random Effects of Flagellants resemble biblical miracles. Water turns to blood, random flashes of golden light, shrubbery catching on fire… that kind of thing.

Blast Style: The target is burned with “The Light of God”. Really, the target takes damage as if touched with a red hot iron.

Minor Charge: Do at least 3 points of damage to yourself in a ritual fashion. (it is up to the player and GM to determine what this ritual entails)

Significant Charge: Wound yourself until you pass out from the pain. (You can not deliberately pass out, you must keep hurting yourself until your brain says “hell with this noise!” on it’s own.)

Major Charge: Permanently maim yourself in a ritual context. This is identical to the Epideromancer Major charge, except it must be done in a ritual fashion. Again, it is up to the GM and player to determine when it is a ritual situation.

Taboo: Missing any standard religious observances for the Adepts religion. Also, they must slavishly follow moral guidelines of that religion. Also, avoiding something because it would cause you pain would also cause you to loose your charges. (IE. Catholic Flagellants must attend church services every Sunday, and perhaps the daily Mass. They would probably have to take time out to visit the Confessional as well. Muslims would have to obey the 5 pillars. Failure to do so would cause a loss of charges.)

Flagellant Minor Formula Spells

Burn the Heretic
Cost: 1 minor charge
Effect: This is the Flagellant minor Blast. All you need to do is touch the target. The damage will resemble a 2nd degree burn in the shape of the casters hand. Combining this with hand-to-hand attack will only yield damage from the spell.

Healing Hand
Cost: 1 minor charge
Effect: When you cast this spell, the target gains back a number of wound points equal to a die roll. You can only use this to heal yourself of damage that you did not inflict upon yourself.

Faith of Steel, Body of Iron
Cost: 1 minor charge
Effect: You gain a Speed or Body shift of +10% until the next time you sleep. This will not give you more Wound points.

Unsleeping Servant of The Lord
Cost: 1 minor charge
Effect: This spell negates the need to sleep for one night. You feel perky and energetic for the next 16 hours. The following 8 hours you will feel normal.

Dominion over the Beasts of the Earth
Cost: 2 minor charges
Effect: After this is cast, you may command an animal to do something that it would understand. The command should be short, if only to avoid confusing the animal. A cat could “attack a man”, but a squirrel would not know how to “hot-wire that dune buggy”. Animals that don’t understand the first order will simply stare at the Flagellant until they are given an order they DO understand.

Wisdom of God
Cost: 3 minor charges
Effect: After Casting this spell, you may ask one question, and receive the correct answer.

Flagellant Significant Formula Spells

All Things Shall Pass… Through my Flesh
Cost: 1 significant charge
Effect: Your body becomes so resistant to damage, that it simply heals itself instantly. You only take damage equal to the numbers on the tens die. This spell starts the round it is cast, the moment it is cast. It lasts a total of 3 rounds.

Calming Aura
Cost: 1 significant charge
Effect: After casting this spell, no one around the caster may act violently. Everyone within a radius of feet equal to the casters Flagellant rating must make a soul check at –20% in order to physically attack anyone. This lasts for roughly half an hour. People with 10 hardened marks in Violence may ignore this. The Caster has no penalties to attack anyone. However, if they do, they loose their charges AND everyone in the radius must make a Soul check NOT to attack the caster.

The Flesh Becomes Pure
Cost: 1 significant charge
Effect: When you cast this, you permanently gain 3 wound points. You may no have more then 250 wound points. This also does not heal wounds, it only makes it less serious overall.

Strength of God/Speed of God
Cost: 1 significant charge
Effect: this spell can be used to increase the Speed or Body stat by 5%. You gain no wounds by getting a higher body. You cannot increase a score over 85%.

Fire of Heaven
Cost: 1 significant charge
Effect: Much like “Burn the Heretic”, only the damage is much, much worse, and the effect is much more… spectacular. The GM should use their imagination when describing this one.

Destroying the Flesh of the Heretic
Cost: 3 significant charges
Effect: After touching the target, you can reduce their Body or Speed by the total of the dice. (IE, rolling a 34 would cause them to lose 7 points from Body or Speed)

Strength through Purity
Cost: 5 Significant charges
Effect: you can increase your Body, Speed or Wounds by X, where X is the total of the dice you rolled to cast this. Using this, you can increase your Body or Speed above 85%, but your wounds still cap at 250. Also, raising Body does not increase wounds, and vice-versa.

Flagellant Major Effects
Raising people from the dead, causing food to appear, healing more permanent disabilities in people…

(So, I was thinking of the Flagellant monks of medieval Europe, and Epideromancy, and figured that these would make pretty disturbing agents for the Order of St. Cecil. What do you guys think? I copied most of the powers from Epideromancy, and switched out the ones dealing with changing appearance, since they seemed kind of OOC for these guys.)

12 thoughts on “Flagellants

  1. Unfinishedbusinessman says:

    Nice variant school of Epidermomancy, IMHO i doubt that the Order wouldn’t try burning these folks at the stake though for witchcraft or at least heresy.

    Cool though. A system for modeling passing out from pain might be nice though. Maybe failing a significant body check or something?

    Also the Taboo seems a little strange to me… Are they obsessed with Religion or Hurting themselves?

    The essential paradox/irony needs a little work I think. It seems like they should either be a variant school of magick or magick based on religion but there is like disconnect between the two dispariate themes.

    Reply
  2. Moko says:

    Yeah, well historical flagellants believed that by hurting themselves, they were somehow “better” christians then everyone else. I figured this would be kind of a school that you’d stumble along by accident.
    EX: Priest with a few screws loose begins whipping himself to atone for something, and gets a charge of magick, thinking it’s God being happy with him, so he keeps going with it.

    And they’re obsessed with hurting themselves, in a religious way.

    hmmm….. the avoiding pain taboo one does seem superflouous now that I think about it 🙂

    As far as the Order using them, I was figureing that perhaps one of the higher ups could be a flagellant or supportive of them, so would run interferance for them, and keep them from getting excomunicated. Otherwise, they’de just be lone religious nuts… which works equally well.

    Reply
  3. Unfinishedbusinessman says:

    I’m aware of historical flagellants (I’m a RL masochist, and Iike reading about religious history). Flagellism got denounced as sinful and heretical because some of them seemed derive enjoyment from the act.

    Reply
  4. Moko says:

    hmmm….. good point. Then perhaps the Order would not approve. 🙂

    Reply
  5. TedPro says:

    I dig it. The taboo is, in my opinion, perfect.

    (Taboos, in my opinion, should have a certain level of restriction, provide play balance to seal up any loopholes in the charge, and provide a thematic shape to the adept. I’d say this one does all that just fine.)

    Reply
  6. Cal_Lous says:

    Just a little constructive criticism.

    My only real problem with this is the history. The oldest type of adept magic that currently works is mechanomancy. the understanding of symbolic tension wasn’t around before, so as the world changed magic didn’t and it died, till the mechanomancers brought it back. Schools that grew out of the middle ages don’t make any sense from a setting history perspective.

    Plus where is the paradox in hurting yourself to help others?
    that seems pretty straight forward, unlike epideromancies destroy it to control it philosophy. Indeed you could almost call the concept logical, although their practice sure isn’t.
    The act of I whip myself and you get stronger is mystic sounding, but theres no tension there.

    However flagellism could make some good rituals or be used in Tilts.

    On the plus side this school seems to be rather playability balanced.

    Reply
  7. Moko says:

    The paradox is where I was stuck for a while, so I put down the one that I had come up with that made the most sense.

    constructive criticism = good thing! maybe someone can come up with a useable paradox for ’em. 🙂

    Reply
  8. TedPro says:

    Some possible symbolic tensions:

    By destroying the self, the flagellant ennobles the self.
    The flagellant seeks the divine through the very concrete.
    The flagellant intertwines thorough humility with utter hubris.
    Flagellants are devoted to the immortal good, but can only approach it through violence.

    Reply
  9. TedPro says:

    Wait, you’ve got the symbolic tension as the first sentence: “Pain is a way to relieve pain.”

    Reply
  10. Moko says:

    Hmmm….. true ‘dat. 🙂

    Reply
  11. Basilisk says:

    I had an epidiromancer character concept that was something like this–a guy caught onto the concept of beating himself holy. The idea was that once he’d done penance for all of his<\i> sins, he’d gain enough merit to start healing the world. He’d have done well with the Demogogue archetype, as well.

    Reply
  12. Moko says:

    “I had an epidiromancer character concept that was something like this–a guy caught onto the concept of beating himself holy.”

    That’s what I was thinking when I came up with this, but I thought alot of the Epideromancer powers didn’t really jive with the concept, so I changed the Charges and Taboo around, and swapped out some powers.

    Reply

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