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Wolden SRD

The Lion Sodality

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The explorers, researchers, adventurers, and nobles of the Lion Sodality are characterized by their courage, elegance, and stalwartness, but what truly unites them is their passion for the finest, most exotic, and rarest meats. More than one of these gourmets has been known to reach even for forbidden meats, at least once their life. Maybe thrice.

Names

Roll a d12 for each column, pick your favorite, or make up your own.

d12 First Name Last Name Title
1 Lizzie/Liam Bennet Lady/Lord
2 Jane/John Pemberton Ms/Mr
3 Marie/Marcel Eyre Of the Olden Peerage
4 Kitty/Kitten Beauvoir Marchioness/Marquess of Denmonde
5 Catherine/Coape Bowles Countess/Earl of Cleavress
6 Cassandra/Kaiden Sharma Ghostarm
7 Honora/Honor Houghten The Honorable
8 Selina/Sampson Singh The Regency Cannibal
9 Helena/Harcourt Comerford Disciple of Diana
10 Theodosia/Theophile Spranklin Of the Silken Stockings
11 Kathani Fortescue The Mind Flayer
12 Rani/Rana Mohan The Butcher

Traits

Traits are extremely versatile: as long as you can describe how a trait helps in a given situation, it adds a die to a roll.

d12 Trait Slots
1 Elegance [Appearance] ■ ■
2 Nobility [Appearance] ■ ■
3 Stoic [Appearance] ■ ■
4 Marriage for the Good of the Cult [Conviction] ■ ■
5 The Best Doesn’t Come Easy [Conviction] ■ ■
6 Blood Lineage [Conviction] ■ ■
7 Elaborate Meals [Desire] ■ ■
8 Eat Thyself [Desire] ■ ■
9 Dangerous Meat [Desire] ■ ■
10 Affair [Flaw] ■
11 Swashbuckling [Flaw] ■
12 Superiority [Flaw] ■

Powers

Powers are extremely varied, and often open-ended. Each power describes roughly how to use it, but it’s up to the imagination of the player to fill in the details, so long as everyone agrees.

d12 Power Slots
1 Phantom Limb. You are missing a limb, maybe by accident, but more likely you cooked and ate it in a lavish ceremony with people to impress. But gone is not forgotten, and for 1d4 Mind damage, you can manifest the limb for a scene as a semi-solid, translucent version, maybe to reach through matter, or fetch something from afar. Or squeeze someone's heart for 2d8 damage. ■ ■
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2 Family Business. Even within the cult you have a tight-knit family, with a mystical bond. So much so that you can magically summon 1 sibling for 1 Mind damage, or 2 for 1d4, for 1 scene. Each possesses a random trait, power, and equipment gift. ■ ■
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3 Blood Frenzy. Civilized, sentient flesh consumption is one thing, but taking a chunk out in the heat of the moment gives rise to a more primal, feral surge. For 1 scene, all your damage dice are stepped up by one (1d4 → 1d8 → 1d12 → d20). Afterwards you need to either rest or climax, or collapse from exhaustion. ■ ■
4 The Spice of Life. Using thaumaturgical powders and salts, you reanimate cooked meat. It lurches, lunges, and launches in a chaos rage, vaguely at your command. ■ ■
5 Strung Up. You live in corsets or cummerbunds, and as a result can hold your breath extra long, and move your internal organs in the blink of an eye. Each time you would take 1 or more wounds, take 1 fewer. ■ ■
6 Permettez-Moi Parkour. As a superlative athlete and gymnast, you can substitute Agility for most Brawn rolls, and your Agility is increased by 1. ■ ■
7 Prodigy of Melody. Possessed of tremendous talent for singing, playing, or composing, you can often stir feelings within the most hardened souls with your performances. ■ ■
8 Beholden to the Flesh. You desire the flesh of sentient creatures above all else, and you possess the physiology to properly digest it. Heal 1d4 wounds when you eat a properly prepared chunk, or 1d4 ability score damage if devoured raw. ■ ■
9 Once Hanged, Twice Shy. In the war, you escaped a botched execution. Since then you escape fate. The first time you would take 1 or more wounds in a session, another random person nearby takes it instead. ■ ■
10 Military Discipline. Due to your training, your ability counts as 1 higher for attacking and dealing damage. ■
11 Allow Me. Take 1 Mind damage, and instantly trade places with an ally in sight. ■
12 Culinary Expertise. You instantly recognize poisons, even colorless, oderless ones like iocane powder. ■

Equipment

As cultist of the Lion Sodality, you must be prepared for action, stoicism, grand balls, and haute cuisine at any given time.

d12 Item Slots
1 Taffeta Tenue. Pieces of your outfit date back to the druids who offered flesh to their prehistoric gods in Salisbury Plain. It has lived through countless generations of your lineage, witnessed pivotal moments in humanity’s plight against the all-consuming darkness without and within. It can take the form of any garment at will, and if smeared with meaningful sacrifice, draw upon the power of all it has experienced. And adds +2 to Mind. ■ ■
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2 Family Meat Cleaver. It’s been in your line as far as records show, and it has cleaved the finest meats from Timbuktu to beyond yonder. Thusly steeped in blood and juices, it ignores all armor and resistance, uses Agility to attack and deals 1d8+Agility damage, can cut the finest slices, and surgically remove an organ of choice on a critical success. ■ ■
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3 Zombie Boom Stick. Constant research, travel, and exploration yields marvelous results. Such as this exotic, handheld canon in the form of a finger operated blowgun, designed to end the undead plague of Port Nyanzaru. Agility to attack, 1d4+agility damage to all enemies in a frontal arc. Full explosion on critical success. ■ ■
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4 Ch’arki Pouch. Packed to the brim with exciting, but tough to differentiate, jerky meat strips: 1) llama—produces excess salivation, 2) zombie—vomit and disease inducing, 3) manticore—drip poison from nails, 4) thunder boar—+2 Brawn, some unvoluntary punching, 5) incubus—+2 Graces, thirst trappy, 6) angel or demon, hard to tell—prescient vision, 7) virgin—permanently replace a trait, 8) self—nostalgia, +2 Mind. Effects generally last about an hour. ■ ■
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5 Lace and Silk. Whether handkerchief or stockings, most folk can lose themselves in the intricate patterns woven into it. Lesser minds might even be wholly transported into a labyrinthine prison within. ■ ■
6 The Plumous Pillow. Cerulean satin, overstuffed with enchanted, weightless down feathers. It floats, and anyone hanging on it will glide gently to the ground. Also great for a good night’s sleep. ■ ■
7 Sword of the First-Born. Doggedly prejudiced, yet replete with bandolier and scabbard, it can surprisingly split into two blades, with Mind to Attack and 2d4+Mind damage, or 1d4+Mind on 2 targets. ■ ■
8 Flaying Knife. Hyper-precise instrument, immune to (but possibly carrying) nasty things like germs and bacteria. Agility to attack, 1d4+agility damage plus exposure to contamination. ■ ■
9 Hands of Virtue and Vice. Interchangeable prosthetics that replace a human hand. Iron fist (1d4+Brawn), caressing glove, hook/ice pick, or artful decanter. Can be shot, attached with delicate, durable chain. ■ ■
10 Reinforced Corset or Cummerbund. Reduces incoming Brawn and Agility damage by 1. ■
11 Walking Cane Surprise. The surprise is the blade. Agility to attack, 1d4 + Agility damage. ■
12 Pop-up Hapsichord. Folds surprisingly small, but packs a musically resolute punch. ■

Carousing

See Playing the Game for how and when to use this table. In any case, it assumes letting off steam in the way that only your cult can.

d12 Result
1 Hostage. Wrong place, wrong time. Probably you're locked, chained, or tied up, and gagged. Your captors sent your fellow cultists a message with a steep price for your freedom, and an ear, finger tip, or maybe just something recognizably you, as proof. And warning.
2 Food Poisoning. You ate something bad last night, and it's left you truly queasy, and somewhat disoriented. For the next 1d4+1 days, you trait any roll of 11 on a d12 as 1.
3 A Lesser Man. You wake up with a headache, and a literal piece of you (finger or ear-sized) is missing. You have 1d4 Brawn damage, but the most infuriating thing is that you probably ate it, but you cannot remember doing it, or how it tasted. Gain the Regret [Desire] trait.
4 Slime Cut. Cutting meat for dinner, you were aiming for prime, but when you missed and your blood mingled with the fatty juices, you got slime at best. And 1d4 Wounds.
5 Dulled. You were overzealous and lacked care for your tools in your latest culinary adventure, leaving your prime cutting implement nicked and dull.
6 Instrument of Extinction. You killed the very last of its kind. And ate it. You'd feel terrible about it, but gosh darnit, it tasted like future promise. Not everyone feels the same. Gain the Extinguisher [Flaw] trait and +1 gift slot.
7 Wedding. Congratulations, you were hastily wed last night! I mean, it seemed like a great idea at the time. Nevermind that there's a bit of a status or background mismatch. At least in your new spouse you have a powerful ally, if not in their family!
8 Tribute of the Heart. You were gifted a gorgeous fashion accessory by an admirer, sycophant, or friend with benefits. Add +1 to Graces.
9 Speed Thee Well. You invented and fashioned yourself an exquisite and hyperfunctional new foot and lower leg prosthetic. Gain +1 to Agility. If your lower leg was previously still attached, it isn't now!
10 Deep Poetry Donnybrook. You lost yourself in a tense, yet invigorating verbal and mental tussle with like-minded spirits. And spirits. Gain +1 to Mind.
11 Hard Hunt. Spontaneously thrown together, physically demanding, but ultimately rewarding. Gain +1 to Brawn.
12 Honoré(e) of the Velvet Soirée. You were the living heart and soul of the most exquisite event this place has to offer. You’ve made invaluable contacts, possibly friends. Even if you can't remember all of them this morning. Gain +1 to an ability score your choosing.