Plot Hooks: The Champion and Hunter Runes
Posted: Tue Jun 07, 2022 9:31 am
Wanted to share a little plot-hook I came up with. You could use it for an adventure or even a full campaign. Manga fans might recognize it draws inspiration from Afro-Samurai’s Number One and Number Two headbands.
The Cursed Runes
In eons past, during the reign of the Old Ones, Tarm-Kin-Toe, symbol of hatred, treachery, vengeance, and pain, crafted two cursed runes, for no reason other than his own, perverse entertainment: playing pieces in an eternal cycle of death. Each rune is unique. Each seeks out resides with a specific mortal, granting specific powers, locking them both together in a doomed, and eternal dance.
Only mortals, specifically, creatures who and die, and who do not have MDC or supernatural strength on RIFTS Earth, can receive the Cursed Runes
The Champion Rune
The Champion Rune appears as a symbol on its bearer’s forehead (or the rough equivalent). It effectively transforms its bearer into a living rune weapon (called The Champion). They will never grow old, sleep or tire. They do not need to eat, breathe or drink. They are entirely immune to any harm or damage. No spell, psionic, drug or other power can affect their internal state. They cannot be mind-controlled or shape changed. (Note, they can still be affected by magic, psionics and other powers that don’t affect their internal state. Thus they can be teleported, transported across dimensions, buried under a mountain or the like.) The only exception is that the bearer of The Hunter Rune (see below) can affect The Champion with any powers The Hunter may possess.
The Hunter Rune
The bearer of The Hunter Rune automatically knows the nature and power of The Champion Rune. Further, they always know the shortest and fastest path to The Champion. If this involves crossing universes, they automatically know in which universe The Champion resides, and where to find the nearest rift or portal to get there.
The Hunter can immediately identify The Champion on sight, regardless of what abilities or technology The Champion might use to conceal or disguise themselves.
When in combat against The Champion, The Hunter ignores The Champion Rune’s normal resistances. Further The Hunter ignores any other resistances The Champion may possess, making saves against The Hunter’s attacks (when applicable) with straight rolls, no bonuses. Any successful attacks The Hunters make against The Champion do damage directly to hit points, by-passing any armor.
If The Hunter succeeds in killing The Champion, The Hunter receives The Champion Rune (becoming the new Champion), and The Hunter rune disappears, going to reside on a randomly selected mortal, somewhere in the multiverse. Likewise, if The Hunter dies from something other than combat with another mortal, the Hunter rune disappears, going to reside on a randomly selected mortal, somewhere in the multiverse.
If another mortal succeeds in killing The Hunter, they receive The Hunter Rune.
The Hunter Rune appears as a glowing symbol, hanging a few inches about the bearer’s head. It cannot be concealed by any means. Any mortal that sees it automatically knows and understands that The Hunter Rune offers a path toward immortality and invulnerability, and that they can take possession of The Hunter Rune by killing its own.
Thus the two Runes are locked in an endless and terrible dance: The Champion, immortal and invulnerable but always looking over their shoulder for the arrival of The Hunter. The Hunter, on the path to claim immortality, but always fighting off new challengers,
The Cursed Runes
In eons past, during the reign of the Old Ones, Tarm-Kin-Toe, symbol of hatred, treachery, vengeance, and pain, crafted two cursed runes, for no reason other than his own, perverse entertainment: playing pieces in an eternal cycle of death. Each rune is unique. Each seeks out resides with a specific mortal, granting specific powers, locking them both together in a doomed, and eternal dance.
Only mortals, specifically, creatures who and die, and who do not have MDC or supernatural strength on RIFTS Earth, can receive the Cursed Runes
The Champion Rune
The Champion Rune appears as a symbol on its bearer’s forehead (or the rough equivalent). It effectively transforms its bearer into a living rune weapon (called The Champion). They will never grow old, sleep or tire. They do not need to eat, breathe or drink. They are entirely immune to any harm or damage. No spell, psionic, drug or other power can affect their internal state. They cannot be mind-controlled or shape changed. (Note, they can still be affected by magic, psionics and other powers that don’t affect their internal state. Thus they can be teleported, transported across dimensions, buried under a mountain or the like.) The only exception is that the bearer of The Hunter Rune (see below) can affect The Champion with any powers The Hunter may possess.
The Hunter Rune
The bearer of The Hunter Rune automatically knows the nature and power of The Champion Rune. Further, they always know the shortest and fastest path to The Champion. If this involves crossing universes, they automatically know in which universe The Champion resides, and where to find the nearest rift or portal to get there.
The Hunter can immediately identify The Champion on sight, regardless of what abilities or technology The Champion might use to conceal or disguise themselves.
When in combat against The Champion, The Hunter ignores The Champion Rune’s normal resistances. Further The Hunter ignores any other resistances The Champion may possess, making saves against The Hunter’s attacks (when applicable) with straight rolls, no bonuses. Any successful attacks The Hunters make against The Champion do damage directly to hit points, by-passing any armor.
If The Hunter succeeds in killing The Champion, The Hunter receives The Champion Rune (becoming the new Champion), and The Hunter rune disappears, going to reside on a randomly selected mortal, somewhere in the multiverse. Likewise, if The Hunter dies from something other than combat with another mortal, the Hunter rune disappears, going to reside on a randomly selected mortal, somewhere in the multiverse.
If another mortal succeeds in killing The Hunter, they receive The Hunter Rune.
The Hunter Rune appears as a glowing symbol, hanging a few inches about the bearer’s head. It cannot be concealed by any means. Any mortal that sees it automatically knows and understands that The Hunter Rune offers a path toward immortality and invulnerability, and that they can take possession of The Hunter Rune by killing its own.
Thus the two Runes are locked in an endless and terrible dance: The Champion, immortal and invulnerable but always looking over their shoulder for the arrival of The Hunter. The Hunter, on the path to claim immortality, but always fighting off new challengers,