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Scrollhammer: Daedra Cults 2.0
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=====Clavicus Vile, Prince of Power, Deals and Wishes===== Clavicus Vile is a horned Daedra accompanied by his talking dog, Barbas. While appearing harmless on the outside, Clavicus Vile is heartless on the inside. Foolish mortals go to him to make pacts, asking that their wishes come true in exchange for a service rendered. Upon completing their service, they find that their reward is not necessarily what they had hoped for... '''Cult Army(Clavicus Vile)''' *Heroes: 1+ Sorcerer-Priest w/ retinue. 0-1 Dremora Lord. *Core: 1+ Cultist Covens, Flame Atronachs, 0-1 Scamps, 0-1 Dremora Warriors, 0-1 Golden Saints, 0-1 Dark Seducers. *Elite: Frost Atronachs, Storm Atronachs, 0-1 Aurorans, 0-1 Daedroth, 0-1 Vermai, 0-1 Ogrim, 0-1 Flesh Atronachs, Shrine of Clavicus Vile. *Support: 0-1 Hungers, 0-1 Seekers, 0-1 Winged Twilights, 0-1 Clannfears, 0-1 Spider Daedra, 0-1 Xivilai, 0-1 Siege Crawler. Artifacts: The Bitter Cup, The Rueful Axe(see the Armory). Shrine's Blessing: *Granting of Wishes: At the beginning of each of your turns, you may have any one cultist Character within 24" of the Shrine make a Pact with Clavicus Vile(see below), just as if he had expended a wish counter. *Convoluted Bargaining: For each Shrine of Clavicus Vile in your army, you may once per game re-roll one of your character's wish rolls. If you do this, your opponent may at any point later in the game force you to re-roll any d6, including a wish roll. In either case, you must accept the second result(as always). Special Rules: Pacts with Clavicus Vile: At the start of each game, assign each cultist Character in your army a wish counter. At an appropriate time in the game, a model may expend a wish counter to make a wish(Independent Characters are considered to be making the wish for the entire unit that they are attached to). Declare which wish you are making, and roll a d6: *If the character's unit is falling back, he may wish for courage immediately before rolling to see how far it fall backs. On a 4+, the unit rallies. On a 1-3, it becomes courageous without abandon, and throws itself at the enemy, fleeing instead towards the enemy's table edge until it rallies or is destroyed. *At the beginning of your movement phase, the character may wish for a weapon or armor of incredible destruction. On a 4+, one of his weapons or his armor (your choice) becomes Daedric for the rest of the game. On a 1-3, his weapon destroys him with an incredible explosion; he is removed as a casualty. *At the beginning of your movement phase, the character may wish his unit may wish to become invisible. On a 4+, his unit gains Chameleon(+2). On a 1-3, they become invisible, but only to one another, and in a state of sheer panic must immediately fall back(unless they are Fearless). If in combat, the enemy may attempt to pursue if it would normally be allowed to do so. *At the beginning of your movement phase, the character may wish to appear terrifying. On a 4+, he causes Terror for the rest of the game. On a 1-3, he and his unit appears in a manner so terrifying that they terrify themselves; the unit must immediately pass a morale check or flee(even out of combat, sweeping advances taken as normal). The character must then take an Leadership test on his own value, and is removed as a casualty if he fails. After this, their appearance reverts to normal: they play out the rest of the game as normal. *At the beginning of the game, before you deploy, the character may wish for good luck. On a 4+, he gains 3 free re-rolls of that he or his unit can spend on any of their rolls of d6 for the remainder of the game. On a 1-3, he has the good luck of getting lost on the way and not having to die in the battle: he(and his unit) are immediately removed from the game and considered a casualty. *If the character's unit loses a combat, the character may wish for survival. On a 4+, the unit does not flee and may immediately make a second round of attacks against the enemy, without being hit back. On a 1-3, the unit is allowed to survive as the enemy's prisoners: it is removed as a casualty. *If a character or any model(s) in his unit are afflicted by a disease, he may wish for a cure. On a 4+, all models in the unit are cured of all diseases. On a 1-3, nothing happens: the "cure" is whatever enemy eventually kills them!
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