FALLEN STAR 6 (18)

The Strange Bestiary

During the Age of Myth, angelic qephilim of extreme power were elevated to the status of shining stars to watch over Ardeyn. Most of those stars continue guarding the Land of the Curse to this day. Sometimes, those stars fall back to solid ground, but when they do, it's usually because they've gone mad.

Fallen star abilities wax and wane according to the position of the sun. During the day, a fallen star seems almost sane (and is less dangerous), but at night, fallen stars are volatile and threatening to everyone.

A fallen star ultimately seeks revenge against the Maker or any of the Seven Incarnations for setting it up as a guardian of Ardeyn and then leaving. Given that the Maker and the Incarnations are gone, fallen stars take their vengeance on whatever crosses their path. If a raging fallen star could be convinced that the Betrayer was once the Incarnation of War, it might break off combat and fly toward Megeddon.

"Where the star fell, everyone died. I thought stars were supposed to watch over us and protect us from harm. In the Maker's name, how did this happen?" —Harran of Faustin

Motive: Revenge (but on whom and for what isn't clear, even to the fallen star)

Environment (Ardeyn | Magic): Anywhere in the Daylands

Health: 21

Damage Inflicted: 8

Armor: 2

Movement: Short; long when flying

Modifications: At night, perception as level 7; knowledge of ancient Ardeyn as level 7.

Combat: At night, a fallen star can attack other creatures by projecting a long-range beam of burning light. Against foes within immediate range, the fallen star manifests burning wings of starlight. A fallen star can choose to make its attacks ignore Armor, but for each attack so modified, it loses 4 points of health. On the rare occasion that a fallen star is within immediate range of another fallen star, both regenerate 1 point of health per round. By day, a fallen star cannot project long-range attacks and has no visible wings with which to make melee attacks (though it may carry a melee weapon).

Interaction: By day, fallen stars are not automatically hostile, and they can be negotiated and reasoned with. They can seem truly angelic, though they are often confused by their presence in an area and forgetful of their origin. But when night descends, fallen stars lose control of their faculties as they swell with rage and power. Unless a character is able to direct a fallen star toward some other creature on which it can vent its wrath, the character becomes the object of the fury.

Use: A star slips down from the sky and strikes near an outpost. The next day, travelers come upon the outpost and find everyone dead and burned. A trail of scorched earth leads up into the hills.

Loot: Stars skim cyphers from the nearby interface between Ardeyn and the Strange where they patrol. A fallen star usually retains at least one or two cyphers ven after it begins to wander the Daylands.

GM Intrusion: A fallen star's successful attack causes the character's cypher to detonate (if a grenade) or otherwise activate in a less-than-ideal fashion.