Wednesday, June 12, 2019

AS ABOVE... Part 1B: THE TEMPORIONS:

TEMPORIONS
 
The neutral planes are home to creatures and beings of every type however most indigenous creatures of neutrality abstain from involvement. That said some neutrals are more dynamic in their neutrality than others. One of these types is called the temporions. Temporions are sometimes known as “twilight men” or by the curse “twilight traitors”. This latter epithet is because of their unique neutrality.
Their home in the Concordant Opposition is Tsaca Tsadin Dalt,The Ad Hoc Clamoring Field of the Forest”. This area appears from a great distance to be a “forest” of dark brown, bent and lattice-like structures. All of this is connected in a mobius strip with small branches to strongholds of gods, interplanar gates and dead ends. Here the “Random Dead”, those who lived a very specific life (Put simply: Certainty to be care free as long they were active.), come for their final “restlessness” of sporadic behaviors.

Temporions are not originated from these dead and generate from the plane itself emerging into existence from brown pillars when the shadow of Acyfer (cf. Part 1) appears above in the dark clouds of the spectral sky of the plane.

Here in Tsaca Tsadin Dalt, when gazing upon a temporion up close, they appear to be a taupe shade of brown in color similar to the coloring of the fur of a mole. Here they serve various gods and godlings of the purest neutrality exclusively but all are associated with Acyfer the Anti-Demon.

If summoned away from this neutral ideal, by powerful magicks to a Prime Material Plane, then they follow a neutral “clock” which is determined at random from the outer lying circle of alignments Chaotic Neutral, Neutral Evil, Neutral Good, Lawful Neutral, Lawful Good, Lawful Evil, Chaotic Good and Chaotic Evil.

The temporion’s alignment “clock” in a Prime Material Plane (use d8 for initial alignment):

1=Chaotic Good
2= Chaotic Neutral
3=, Chaotic Evil
4= Neutral Evil
5= Lawful Evil
6= Lawful Neutral
7= Lawful Good
8= Neutral Good

This changes every 3 hours and follows a clockwise or counter-clockwise pattern of change (use d6 for pattern = clockwise 1-3, counter-clockwise 4-6) for 24 hours once the initial alignment is determined.

For example, initial roll of “3” on a d8 is Chaotic Neutral and the pattern roll of “4” on a d6 is counter-clockwise so the temporion is initially Chaotic Neutral for 3 hours, when that time has elapsed they will Chaotic Good for 3 hours, after that “good”, then “lawful good”, then “lawful”, then “lawful evil”, then “evil”, then “chaotic evil” and then after 24 hours a new initial alignment is determined all over again.).

Secondary characteristics arise when temporions change their alignment:

Chaos: Blackish grey skin tone with rubbery features.
Law: Diamond skin tone and definition of features is angled with unnatural sharpness.
Good: Opalescent coloring and a bright light behind their head.
Evil: Pale grey skin tone with rusted streaks and horns.
Chaotic evil: Reddish amethyst skin tone with deformed features and blunt thick horns.
Chaotic good: Dark sapphire-like skin tone with rugged features and an greenish blue aurora like glow over their head.
Lawful evil: Ruby red skin tone with sharp and pointy features and thin-horned.
Lawful good: Golden skin tone with softly angular features and crowned by a circular aura of light.




This also brings powers associated with the alignment change which they may use once during that aligned “period“:

Chaos: Confusion
Law: Charm monster
Good: Cure serious wounds
Evil: Cause serious wounds
Chaotic evil: Fear
Chaotic good: Polymorph other
Lawful evil: Wall of fire
Lawful good: Wall of ice

The chief abilities of these beings are the literal neutralization of opponents through deception and subdual.
Every temporion has the following powers: At will they can cast darkness, hold person, hold monster, improved phantasmal force, invisibility and light. Once every three hours they can use interposing hand.

Another primary aspect of these beings is that each has no permanent individuality and they will merge or separate into various combinations described under each entry. This merging/separation process takes a full turn and disruption will immediately undo the process. However those that disrupt the transmogrification are in danger of their alignment being changed to the temporion’s current alignment (base chance 10% with 10% increments added for each of the character’s recent alignment transgressions in the past month if any.)

Note: Their armor is made of a glassteel like metal that floats in iceberg-like pieces down lime green rivers on their area of the Concordant Opposition. Only the smiths here amongst the "Random Dead" can produce their armor and weapons. Their secret techniques are only known to themselves and certain elemental beings. Sometimes elementals randomly appear in their realm and act in a "temporion way".

 
Type I (Humanoid)

FREQUENCY: Common
NO. APPEARING: 3-6 or 10-30
ARMOR CLASS: 5 (7 without shield)
MOVE: 12 feet
HIT DICE: 4
% IN LAIR: 15%
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
SPECIAL ATTACKS: See above
SPECIAL DEFENCES: See above
MAGIC RESISTANCE: 20%
DAMAGE/ATTACK: By weapon
INTELLIGENCE: Average
ALIGNMENT: Determined (see the above)
SIZE: M
PSlONIC ABILITY: Nil
X.P. VALUE: 495 + 4 /hp



 


These beings are hairless humanoids carrying glass-like spears (1d6+3 damage) and shields (+2 AC). They have no real identity or former lives and only appear that way as coincidence.

Two humanoids combine to create a type II centaur temporion (see below).


Type II (Centaur)

FREQUENCY: Common
NO. APPEARING: 2-3 or 7-12
ARMOR CLASS: 2 (6 without barding)
MOVE: 18 feet
HIT DICE: 5
% IN LAIR: 15%
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
SPECIAL ATTACKS: See above
SPECIAL DEFENCES: See above
MAGIC RESISTANCE: 30%
DAMAGE/ATTACK: By weapon
INTELLIGENCE: Average
ALIGNMENT: Determined (see the above)
SIZE: L
PSlONIC ABILITY: Nil
X.P. VALUE: 515 + 5/hp



 

The type II centaur temporion is a product of the merging of two type I humanoid temporions. With the merging, their puissance is increased as noted above. Their weaponry changes as well: their spears fuse into a +3 glass-like heavy horse lance (6-12/6-22 damage) and their shields become glass-like horse barding equivalent to +2 leather barding. A “centaur” and a “humanoid” can combine to form a type III winged humanoid temporion (see below).

 
Type III (Winged humanoid)

FREQUENCY: Common
NO. APPEARING: 1-2 or 4-5
ARMOR CLASS: 1 (5 without armor)
MOVE: 15 feet/40 feet (MC: B)
HIT DICE: 6
% IN LAIR: 15%
TREASURE TYPE Nil
NO. OF ATTACKS: 3
SPECIAL ATTACKS: See above
SPECIAL DEFENCES: See above
MAGIC RESISTANCE: 40%
DAMAGE/ATTACK: By weapon
INTELLIGENCE: very
ALIGNMENT: determined (see the above)
SIZE: L (8 feet tall)
PSlONIC ABILITY: Nil
X.P. VALUE: 900 + 6/hp



 


This amalgamation appears as an large winged being. It contains either 3 type I temporions or 1 type I temporion and a type II temporion. It carries a +3 glass-like bow with a glass-like quiver full of 40 +1 glass-like arrows (metamorphed from the premerged types’ weaponry) and glass-like armor equal to +3 studded leather. It has a 20’ wingspan of amorphous wings (evil = bat, good = dove, chaos = dragon fly, law = bee, lawful evil = raven, lawful good = swan, chaotic evil = locust and chaotic good = eagle).

 

Type IV (Multi-limbed humanoid)

FREQUENCY: Uncommon
NO. APPEARING: 1-2 or 3-4
ARMOR CLASS: 0 (4 without armor)
MOVE: 15 feet
HIT DICE: 7
% IN LAIR: 15%
TREASURE TYPE: Nil
NO. OF ATTACKS: 2 or 4
SPECIAL ATTACKS: See above
SPECIAL DEFENCES: See above
MAGIC RESISTANCE: 50%
DAMAGE/ATTACK: By weapon
INTELLIGENCE: Very
ALIGNMENT: Determined (see above)
SIZE: L (9 feet tall)
PSlONIC ABILITY: Nil
X.P. VALUE: 1975 + 8/hp


 


This form is a four-armed giant who carries two +3 bows (with 2 quivers full of +1 arrows) and four +3 broad swords (5-11/5-10 damage) and the strength of an ogre (18/00: +3 hit/+6 damage). It wears glass-like +3 scale mail armor. This is an amalgamation of either 4 type I, 2 type II, 2 type I and 1 type II or 1 type I and 1 type III.



Type V (Insect-shaped centaur)

FREQUENCY: Uncommon
NO. APPEARING: 1 or 2
ARMOR CLASS: -3 (3 without armor)
MOVE: 12 feet (or burrowing 6 feet)
HIT DICE: 8
% IN LAIR: 15%
TREASURE TYPE: Nil
NO. OF ATTACKS: 3
SPECIAL ATTACKS: See above
SPECIAL DEFENCES: See above
MAGIC RESISTANCE: 60%
DAMAGE/ATTACK: By weapon and/or 2-8/2-8
INTELLIGENCE: Highly
ALIGNMENT: Determined (see above)
SIZE: L (12 feet at shoulder)
PSlONIC ABILITY: Nil
X.P. VALUE: 2425 + 10/hp



 



This appears as a six-insect legged centaur with a glass-like +3 giant sword (7-27 damage) and covered in glass-like +3 chain mail. It can burrow into the earth with its forelegs as well as claw with them. This is an amalgamation of 5 type I, 3 type II and 1 type 2, etc.,etc.)

 


Type VI (Giant)

FREQUENCY: Common
NO. APPEARING: 1
ARMOR CLASS: -1 (2 without armor)
MOVE: 12 feet
HIT DICE: 9
% IN LAIR: 15%
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
SPECIAL ATTACKS : See above
SPECIAL DEFENCES: See above
MAGIC RESISTANCE: 70%
DAMAGE/ATTACK: 5-23 damage
INTELLIGENCE: Highly
ALIGNMENT: Determined (see above)
SIZE: L (13 feet tall)
PSlONIC ABILITY: Nil
X.P. VALUE: 3600 + 12/hp



 

This temporion appears similar to be a true giant but with the above mentioned secondary characteristics it is easily discerned. The type VI carries a glass-like +3 “stone put” (4 foot diameter) complete with a glass-like chain link “thong” of 20 feet length. The temporion can whip the stone around on the chain for 5-23 damage or hurl it 10-200 feet. It wears glass-like +3 banded mail armor. This an amalgamation of 6 type I, 4 I and a II, 3 II, etc., etc..




Type VII (Giant centaur)

FREQUENCY: Common
NO. APPEARING: 1
ARMOR CLASS: -10 (1 without armor)
MOVE: 24 feet
HIT DICE: 10
% IN LAIR: 15%
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
SPECIAL ATTACKS: See above
SPECIAL DEFENCES: See above
MAGIC RESISTANCE: 80%
DAMAGE/ATTACK: By weapon
INTELLIGENCE: Exceptionally
ALIGNMENT: determined (see above)
SIZE: L (15 feet tall at shoulder)
PSlONIC ABILITY: Nil
X.P. VALUE: 5700 + 14/hp



 





These temporions are combination of 7 type I, etc.. They carry a +3 glass-like giant-sized lance (8-33 damage) and are covered in glass-like horse barding equivalent to +4 platemail barding.

 

Type VIII (Giant winged humanoid)

FREQUENCY: Common
NO. APPEARING: 1
ARMOR CLASS: -10 (0 without armor)
MOVE: 15 feet/30 feet
HIT DICE: 11
% IN LAIR: 15%
TREASURE TYPE: Nil
NO. OF ATTACKS: 3
SPECIAL ATTACKS: See above
SPECIAL DEFENCES: See above
MAGIC RESISTANCE: 85%
DAMAGE/ATTACK: By weapon
INTELLIGENCE: Exceptionally
ALIGNMENT: Determined (see above)
SIZE: L (18 feet)
PSlONIC ABILITY: Nil
X.P. VALUE: 8150 + 16/hp

 



This amalgamation appears as a large winged being. It contains 8 type I temporions, etc. It carries a +3 glass-like giant bow with a glass-like quiver full of 40 +2 glass-like giant arrows (4-16/7-22 damage) and glass-like armor equal to +3 field plate. Like the type III it has amorphous wings (evil = bat, good = dove, chaos = dragon fly, law = bee, lawful evil = raven, lawful good = swan, chaotic evil = locust and chaotic good = eagle) but its wingspan is 30 feet.






Type IX (Giant multi-limbed humanoid)

FREQUENCY: Common
NO. APPEARING: 1
ARMOR CLASS: -10 (-1 without armor)
MOVE: 15 feet
HIT DICE: 12
% IN LAIR: 15%
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
SPECIAL ATTACKS: See above
SPECIAL DEFENCES: See above
MAGIC RESISTANCE: 90%
DAMAGE/ATTACK:
INTELLIGENCE: Exceptionally
ALIGNMENT: Determined (see above)
SIZE: L (20 feet)
PSlONIC ABILITY: Nil
X.P. VALUE: 8900 + 16/hp

 







This form is a six-armed giant who carries three +3 bows (with 2 quivers full of +2 arrows) and six +3 giant swords (9-39 damage each) and the strength of cloud giant (24: +5 hit/+11 damage). It wears glass-like +3 full plate armor. This is an amalgamation of 9 type I, etc..



Type X (Giant spider-shaped centaur)

FREQUENCY: Common
NO. APPEARING: 1
ARMOR CLASS: -10 (-2 without armor)
MOVE: 20 feet
HIT DICE: 13
% IN LAIR: 15%
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
SPECIAL ATTACKS: See above
SPECIAL DEFENCES: See above
MAGIC RESISTANCE: 95%
DAMAGE/ATTACK:
INTELLIGENCE: Exceptionally
ALIGNMENT: Determined (see above)
SIZE: L (20 feet)
PSlONIC ABILITY: Nil
X.P. VALUE: 11300 + 18/hp



 


These temporions are combination of 10 type I, etc.. They carry a +3 glass-like giant-sized lance (10-45 damage) and are covered in glass-like horse barding equivalent to +4 full plate barding.



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