Endbringer Gods
(Version 1.01 - Last Modified: 05/30/2007)
- All artwork owned and copyrighted by Wizards of the Coast
Introduction
The source of all Endbringers' powers is a single god dedicated to the destruction of
worlds and the end of all life. Some of these gods enjoy the death and destruction
their Endbringers cause, others see bringing about the end as a way to allows Humans
to transcend to a higher plane or a better place, and some gods try to bring about
the end simply because they see Humans as a threat and want to remove them. Whatever
the motive of the god, they manifest their goals in the form of Endbringers. Each
Endbringer is a reflection of their patron god and the Minions and Abomination Shells
that are available to the Endbringer are determined by the god that has chosen the
Endbringer. In addition, some gods favor spell casting, while others prefer combat or
psionics, which determines the general focus of the Endbringer after the availability
of minions and shells.
Great Cthulhu, Highest of the Great Old Ones
Illustration by Sam Wood. ©1995-2006 Wizards of the Coast, Inc.
Great Cthulhu was the first of small group of powerful beings that were created shortly
after the megaverse was created. While it might not be the exact first creature ever
formed in the megaverse, it is certainly one of the most powerful. In the untold eons
since that time it has seen dimensions rise and fall, entire universes come into
existence and then collapse as all of the energy released in their creation was consumed.
In that time, the Great Cthulhu grew bored with existence. It has amassed power, riches,
and an empire unrivaled in the megaverse, but it was not even a challenge, so Cthulhu
decided to destroy his creation, but instead of using his powers to directly destroy
what he had built, he would work through agents and minions, to slowly but surely
eradicate everything that was part of his empire. It took tens of thousands of years to
complete, but once done, the Great Cthulhu had experienced the most enjoyment he had
felt in a very very long time.
Deciding that slow, methodical destruction against very difficult odds provided a great
deal of entertainment and enjoyment, Cthulhu spread his attention into the megaverse
looking for more to destroy through his agents. But he wanted to keep it fair. Limiting
the amount of power he gave to any single individual, Cthulhu spread Endbringers wide
in the megaverse, eventually turning his attention to Earth.
Great Cthulhu is a creature of power, forged in aftermath of the creation of the
megaverse. Cthulhu's Endbringers learn to harness a tiny fraction of that power gaining
magical abilities and disruptive abilities that assist the Endbringer and his minions
in fighting spell casters, psychics, and supernatural creatures, which works especially
well against other Endbringers.
- Supernatual Disruption: An Endbringer that follows the Great Cthulhu and
his Minions develop a special aura that causes pain whenever it comes into
contact with another supernatural creature. Each time the Endbringer or his
Minions is physically attacked by a supernatural creature, an Endbringer, or
Minions controlled by another Endbringer, the attacker takes 1D6 points of damage
and an additional +1 point of damage per level of experience of the Endbringer
follower of Great Cthulhu. If the Endbringer or his Minions is pinned by a
supernatual creature, this damage occurs during each melee attack that the
attacker continues to pin the Endbringer. This damage does not occur when the
Endbringer or one of his Minions attacks a supernatural creature, only when they
are attacked.
- Magical Disruption: The followers of the Great Cthulhu are powerful
wizards, but they are primarily defensive in nature. The defensive nature of
these Endbringers and their Minions falls into two categories. The first is the
disruption aura that damages supernatural creatures that come into contact with
the Endbringer or his Minions. The second is a special aura that disrupts other
wizards and psychics near the Endbringer or his Minions. A spell caster or a
psychic within 10' (3.1 m) per level of experience of the Endbringer or one of
his Minions suffers the following penalties: -1 to spell strength at levels 1,
5, 10, and 15, reduce duration and range by 10% at levels 1, 3, 6, 9, 12, and
15, and increase the cost to cast a spell or use a psychic power by +10% at
levels 1, 2, 5, 8, 11, and 14. Use the Endbringer's current level of experience
even if the spell caster or psychic is only within range of a Minion. These
penalties are not cumulative if a person affect is within range of multiple
sources of the aura.
- Spell Knowledge: The Endbringer begins with three spells from each of
levels 1, 2, and 3 and an additional four spells from any spell level up to
level six. At each new level of experience, starting at level 2, the Endbringer
gains an additional two spells from any spell level up to the Endbringers level
plus 2. For example, a second level Endbringer can select two spells from
levels 1 to 4 and an eighth level Endbringer can select two spells from levels
1 to 10. The Endbringer can learn additional spells from research and from
other spell casters.
- Spell Strength: +1 to spell strength at levels 4, 8, 12, and 15.
- PPE: PE attribute +2D4x10+20 and an additional 2D6 PPE per level of
experience.
- Minions:
- Abomination Shells:
Tezcatlipoca, Master of Human Suffering
Illustration by Sam Wood. ©1995-2006 Wizards of the Coast, Inc.
Tezcatlipoca enjoyed the quiet night. Deep and conforting, its everlasting darkness
filled him with happiness. Unfortunately, things always kept getting in the way of
his perfect night. Worshippers disturbed his quiet with prayers and requests and he
would repay them only to incite war and conflict. As time would pass, he would come
to hate his worshippers even as he needed them to sustain much of his power. On
world after world, he would repay his followers by seducing some of them to become
Endbringers to silence the endless prayers of the others. After a world was
destroyed, he would enjoy a few moments of peace in his dark night, but then other
prayers on other worlds would draw his attention just long enough for him to make
more Endbringers.
When the time of worship grows long and Tezcatlipoca begins to empower Endbringers,
his penchant for cruelty and suffering can know no bounds. At his command, the
ancient Aztec kings would offer hundreds of sacrifices even as their kingdom was
crumbling around them. The god practiclarly enjoyed individual suffering and the
complete ruin of a person, although he also reveled in mass sacrifices. He was
pleased by a common practice in the ancient Aztec empire of giving a single man
riches, glory, food, woman, and everything he desired only to take it away and
sacrifice him in a painful rite that involved the removal of his heart while the
man continued to live. In the end, even with the collapse of the Aztec empire and
the end of the worships from Earth, Tezcatlipoca had already begun the process of
empowering Endbringers and he will not stop until a world he has chosen for
destruction is removed from the megaverse.
- Boost Abomination: An Endbringer that follows Tezcatlipoca can
channel PPE into abominations that he or she created to make them stronger.
The Endbringer must be within 100' (30.5 m) of the abomination per level of
the Endbringer to channel the PPE and it requires one melee action to
perform the boost, but any amount of PPE can be spent with a single action
and the boost lasts for one hour per level of the Endbringer. Spending 5
PPE will give a bonus of +1 to one of the abomination's physical attributes.
Spending 10 PPE will give a bonus of +1 to all of the abomination's
offensive combat rolls. Spending 15 PPE will give a bonus of +1 to all of
the abomination's defensive combat rolls. Spending 15 PPE will give a bonus
of +10 to the S.D.C. of the abomination.
- Abomination Shell Synergy: For each abomination shell on a minion,
that minion receives a bonus of +20 S.D.C., +2 to PS attribute, and +2 to
PE attribute.
- Combat Abilities: The followers of Tezcatlipoca are powerful
warriors and Tezcatlipoca grants them a small fraction of his power to give
them impressive combat abilities. These Endbringers begin with Hand-to-Hand
Combat: Martial Arts instead of and-to-Hand Combat: Basic, their PS and PE
become supernatural, and they gain +2D6 to PS attribute, PP attribute, or
PE attribute. Finally, in addition to the combat actions acquired through
Hand-to-Hand Combat: Martial Arts, at level one the Endbringer can select
three more actions from Hand-to-Hand Combat
Actions as long as he or she meets all prerequisites.
- PPE: PE attribute +1D6x10+20 and an additional 2D4 PPE per level of
experience.
- Minions:
- Abomination Shells: