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4 years ago ::
Jul 16, 2009 - 3:28PM
#161
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240. Flea and Tick Farm: You are a vehicle by which your lord sends forth his smallest minions. Blood sucking insects are not just drawn to you, they spawn from your very skin.
241. Sales Tax Not Included: Your agreement gave you low level powers. If you want more (as you level) you're going to have to work out another pact and take on more "burdens" from your lord... again... and again... and again.
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4 years ago ::
Jul 16, 2009 - 4:50PM
#162
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Date Joined:
Jan 29, 2008
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242: Monster under the bed (or in the closet)- As a child you made a pact with the monster under your bed or in the closet after your parents told you "Not to be afraid". No real ill effect, but you constantly go into closets and under beds to talk to it (nobody else sees/hears it)
A note to all who think I am being aggressive or angry- 99% of the time, I do not intend to be. I apologize if you think I am attacking you, odds are very strong that I am not. The only exceptions are when people become extremely uncivil to me, and even then I usually ignore them. I think it is very obvious when I am really mad; if I just seem generally abrasive, it is a reflection of my thought process rather than a state of emotion. I have the greatest respect for those who can debate rationally, even if we come to different conclusions.  I am Blue/White Take The Magic Dual Colour Test - Beta today!Created with Rum and Monkey's Personality Test Generator.I'm both orderly and rational. I value control, information, and order. I love structure and hierarchy, and will actively use whatever power or knowledge I have to maintain it. At best, I am lawful and insightful; at worst, I am bureaucratic and tyrannical.
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4 years ago ::
Jul 18, 2009 - 11:58AM
#163
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243: Evil Genius Speeches: You're unable to kill an intelligent enemy without taking the time to inform him/her of your master plan that he/she will not witness unfolding once he/she is dead... or at least you need to take the time to gloat over your enemies' predicament before killing them. This isn't some habit you've developed; you're actually required to do this by the wording of the pact.
244: Plans On The Nightstand: You're required to document all of your plans, the location of all of your "hidden" treasure, your known weaknesses, lost loves, and family background and keep the documentation next to your bed so that the demons that feed you in your sleep can have something entertaining to read. Oh, and be sure to tell the old woman you've enslaved who cleans the room what the book contains and that she should never touch it...
245: Convoluted Methods: Apparently your pact lord likes suspense. You're instructed to construct contraptions that involve swinging axe blades, candles and/or hourglasses, etc. Whatever it takes to get into the evil genius mindset... and again, it's all part of the contact.
246: Maniacal Laughter: Ok, this one is involuntary...
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4 years ago ::
Jul 20, 2009 - 6:59PM
#164
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Date Joined:
Oct 30, 2007
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Fun if your DM rolls with it.
247: Cursed beyond the Grave: Do what you want with your power now mortal. Just know when you die, my apprentice, your will and soul are mine and you will laugh and dance as everything you once loved burns. You will bring ultimate despair to those you loved most and nothing you can do will stop it mwahahaha!
I'm using this for my Tiefling Hellock/Turathi Highborn/Prince of Hell as a plot hook for his ED transition so the party will fight him as a boss to free his will.
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4 years ago ::
Nov 18, 2009 - 2:09PM
#165
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Date Joined:
Jan 12, 2008
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248. Having phenomenal cosmic power has its drawbacks. One of them is a lot of enemies. Your patron's enemies overpowered it, stole all its stuff, and left it lying there to die. Then you stumbled onto it. Always an opportunist, you offered your patron a deal-- it gave you super powers, and you let it recover in your body. Lacking other options, your patron accepted. So now you can destroy stuff with your mind, and your patron's soul is resting inside of you. You couldn't do anything about his body, which kind of aggrivates him. You can always hear your patron urging you to get vengance on those who tried to kill it and to bring him back to life.
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3 years ago ::
Nov 21, 2009 - 6:21PM
#166
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Date Joined:
Aug 16, 2007
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249. Other-Entity Lover The benefactor who provides you your powers is in love with you, and in return for being provided such power, you have to marry them someday and spend eternity with them forever.
250. Friendly Demon (Infernal Pact) You made a deal with a demon....who is actually not such a bad guy, this demon just likes freedom and playing pranks rather than evil and darkness, and is kind of like one of those weird friends you once knew in college who still likes to do insane stuff.
251. Becoming One with Nature (Fey Pact) As you gain more and more warlock power, become more famous and such, you slowly become more and more one with nature, until you are completely assimilated into the primal world and becoming completely one with nature
252. Absorption You form a psychic bond with your pact entity, and as you gain more power, the link strengthens and you start to become more and more like them, until you are completely absorbed and consumed by your pact entity, becoming nothing but a part of theri being.
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3 years ago ::
Nov 26, 2009 - 1:52AM
#167
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Date Joined:
Apr 24, 2009
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253. The Sorrow of Spring - By looking on any within earshot, you would know the sorrows of their love, but never can you hear the joy they know, the words frozen in the air by the power of your Patron, the Pale Prince of the Winter Court.
254. By Brimlock Will You Know Him - Whenever you exhale, your friends cannot escape the smell of brimlock and sulphur. Your staus among those sworn with Hell cannot be escaped or denied.
255. Twinkle Twinkle Little Star - You will never again see or feel the light of the sun. Even in daylight, you see the night sky and the eternal stars as if it never rose again.
256. Shadows of Days Past - You see not the shadows of what is, but those of what once was. While light reveals ever the truth, where shadows lie, the splendor of what was is revealed in darkened glory.
257. Whispers in the Earth - Whenever your skin touches stone or earth, you hear the voices of strange entities just out of earshot, barely audible.
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3 years ago ::
Nov 26, 2009 - 2:03AM
#168
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Date Joined:
Nov 24, 2009
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25. Did You Just Babysit for Cthulhu? - Your patron has granted you powers....for a price. Unfortunately, that price is babysitting his mewling, otherworldly spawn whenever you least expect it.
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3 years ago ::
Nov 26, 2009 - 8:41AM
#169
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Date Joined:
Jun 10, 2007
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259. ...and the warlock. Your patron took away your name. You are now nameless, can't remember what you were called before you took the pact and neither can anyone else. You're just "the warlock". 260. My name is... not important. Alternate to the above, you can't tell anyone your name. If anybody would learn it, he or she could take away your powers. 261. The Silver Surfer. You vividly remember the day you took your pact and became a warlock... but nothing that happened before it. You just have no past beyond being a warlock. 262. Sudden Racism. For no reason you hate members of one race. Stupid dwarves. 263. Race swap. You've been born and raised as a proud, fine dragonborn. But now you're a kobold. 264. This is what I am. You sparkle in direct sunlight.
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1 year ago ::
Apr 03, 2012 - 4:33AM
#170
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This was an amazingly inspiring thread to read through. I couldn't find a newer, similar thread, so I hope nobody minds that I resurrected it (seeing that it's not really a discussion thread).
265. An unnatural shadow. Your shadow has unnatural features, that become more evident during dusk and dawn. It might appear to be darker than it should, and be pitch black in twilight. Or perhaps your shadow's fingers look like crooked claws, or it might move in a slightly different manner.
266. Blood. You blood doesn't look like it ordinarily does for your race. Maybe it's pitch black if you've got an infernal pact.
267. Killing aftermath. Whenever you kill someone with your magic, there's an extra unpleasant effect. If you burned someone with hellfire, the stench of burnt flesh is extra strong. If you killed someone with a psychic attack, there might be a linger tension in the air, that causes minor, temporary headaches to those who stand near the corpses. If your attack deals force damage, the death might be extra messy.
268. A killing mark. Whener you kill someone with your magic, you leave an identifiable mark. It might be the symbol of your patron, or something else that's related to your magic. It might be burnt or etched into the skin of the corpse, or every body could end up in a particular position, no matter how it falls. Either way, you leave a very clear trace, a "fingerprint" on your kills.
269. Strange magic. Your spells carry some purely sensory effects. Spells that generate light cast disturbing or unnatural shadows, or they might always be accompanied by a certain smell. A infernal warlock's spells might leave a smell of sulfur, wheras a fey warlock's might leave a fragrance of summer or spring flowers. Or the effect might take place on you yourself; your eyes might glow red or shine with the light of the stars when you cast spells.
270. A new identity. The price for your magic was your past life. You remember it all; but everyone you knew have forgotten about you. You were even given a new appearance, perhaps even a new race, permanently. This could be the whimsical price dictated by a Fey who's playing a social experiment with you. Or it might be the insidious plan of a devil, intent on driving you mad with the knowledge of the life you lost - or perhaps it's hoping that you'll offer up your soul to undo the previous deal?
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