Cypress Kamran

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Byzantium: Nightmares Undreamed Of

Cypress Kamran[edit]

Chaotic Battle Wizard L2 (XP/next XP)

Appearance: A lithe, tall figure swaddled in robes. He moves with an unnatural grace. His skin is a pale green, with a smattering of scales, especially next to and around his eyes. His hair, made up of vines and leaves falls around his neck, to his shoulders. In the darkest folds of his robes small stars twinkle, as well as under his heavy lidded eyes, which have no pupil, only deep purples blues and blacks .

Motivation: Cypress fights for freedom, for excitement. The most he faced while trapped with his master was the petty manipulation of the people who passed into the gardens. Now he is free, free to do what he liked.

Attributes[edit]

Primary Attributes: Ferocity and Intelligence

Charisma Dexterity Ferocity Health Intelligence Willpower Social Class
09 08 17 09 15 10 08

The Wild Consumed me, Fought me, Protected me[edit]

Cypress was born in the jungles, an anomaly. His parents didn’t last for very long, leaving him on his own to fend for himself. Though this was a short phase of his life it shaped him immeasurably.

I may be Learned, but I’m as Bound as my Puppets[edit]

Cypress was taken from his home, captured by a noble’s hunting party he was taken from his home, kept in a gilded cage and forced maintain the exotic plants that were also taken from his homeland. He learned the way of the nobles’ language. His master got him a teacher of magic, in the hopes of one day making him a personal guard. All he could do was lie in wait and see who wandered into his garden, someone to manipulate.

Under my Mutable Flesh Sleeps a Beast[edit]

Cypress wasn’t always as human as he appears, he takes form from whatever place he currently inhabits. In the heart of a metropolis he became more human, less of an animal. Now he’s afraid, if he returns home will all that he is be lost?

Combat[edit]

  • Hit Die d8
  • Initiative: -1
  • Speed: 6
  • AC : 13
  • Disposition:
  • Psychic Armor: 0

Weapons[edit]

  • Scythe Attack +4 to hit, 1d8+2 damage
  • Dagger Attack +4 to hit, 1d8+2 damage (melee)
  • Pistol Attack - hit on roll of Dexterity or lower, if target is stationary and not in cover, or half Dexterity if it is moving quickly or has cover. Taking time to aim returns the roll to Dexterity or lower, except against targets both moving quickly and behind cover, which cannot be hit. Targets more than 50' away count as being under cover. Natural 20s = firearm fouled or jammed and in need of cleaning.

Restrictions[edit]

You can’t be of good alignment. You may neither cast, master, nor memorize spells of the Healing, Illusion, Fire, Entropy, and Earth schools.

Skills[edit]

Battle wizards are skilled in the arcane arts and the ways of soldiering. They know how to keep both types of equipment, those used for letters and those used for bloodshed, in good working order. When you use one of your skills in a risky manner, you must roll equal to or lower than one of your attribute scores on a d20 to successfully perform your task.

Cypress has dabbled in Manipulation as well as having to take care of his master, so cooking and repairing aren’t beyond him.

Specialist in Battle, Plant, and Astral magic.

Special Abilities[edit]

  • Add your level to your attack rolls.
  • When you cast a spell and fail to control it, you may choose to ignore your failed roll and lose 1d4 points of Ferocity instead. If this does not reduce your Ferocity to zero, you retain control over your spell.
  • When you cast a spell you have memorized, you may retain it in your memory, instead of forgetting it, if you lose points of Ferocity equal to the spell’s level.
  • You have mastery over 2 spells per level, plus spells equal to your Intelligence modifier.

Spells[edit]

Memorized 3/3
Specialist in the Plant and Astral sub-schools

  • Imbuement of Stick Servitors: the residue of you holding such a powerful spell as Create Wood Golem in your knowledge is that you can fashion small, simple figures out of sticks and command them to perform one simple task for you, on the order of dancing, fetching a cup of water, etc.
  • Maze, L9 Abjuration/Astral/Correspondences spell | Range: Senses | Duration: Instant | Effect: 1 creature

This spell transports one target you touch into an extraplanar maze. It takes them 2d10 × 10 minutes to find the exit if they roll equal to or less than their Intelligence score on a d20, and 3d6 hours if they do not. The exit leads them back to the exact place they were when affected by the spell. The maze is completely empty except for the target.

  • Create Wood Golem, L9 Manipulation/Plants spell | Range: Touch | Duration: Permanent | Effect: 1 golem

This spell turns a mass of wood into a golem that obeys your commands. Its level can be no higher than your own. You must shape the wood into a body before it can become a golem.

  • Uttering the Dread Name, L3 Abjuration/Astral/Chaos spell | Range: None | Duration: 1 utterance | Effect: Caster only

This spell allows you to properly speak the syllables of the Dread Name of Blind Chaos. Anyone who hears you uttering the Dread Name suffers 1d10 damage, and creatures not native to the current plane are driven back 1d6 feet per caster level. These creatures must also check for morale, as the Dread Name is a painful experience on a spiritual level, reminding them that they do not belong here.

  • Plant Growth, L2 Alteration/Plants spell | Range: Senses | Duration: Until dispelled | Effect: 500 sq. ft per CL

This spell causes plants that you can see, hear, or touch to grow at a fantastic rate. Their location becomes completely overgrown and impassable.

  • Radiant Beam, L3 Evocation/Radiance spell | Range: 10' per CL | Duration: Instant | Effect: 5' wide beam

This spell creates a beam of radiant light that deals 1d6 per caster level damage to all chaotic, evil, extraplanar, and undead creatures it touches. Other chaotic, evil, extraplanar, and undead creatures who can see the beam must save against their Dexterity or be blinded for 1 round.

Equipment[edit]

Encumbrance = 4/4 Small Items = 8/9

  • Worn
    • Thick robes and sandals (light armour) (r)
    • 2 sickles (s)
    • Dagger (s)
    • Pistol (r)
    • Bag Of bullets- 24 (2t)
    • Walking stick (r)
  • Shoulderbag (r)
    • Powder Horn (s)
    • Wineskin (s)
    • Cheese Wheel (s)
    • Handrawn map (t)
    • Lantern (r) + flask of oil (s)
    • several photographs of dead bodies (t)
    • Bag of exotic gardening tools (s)
  • Coinpurse
    • 75 cyphers + banknote worth 15 cyphers

Special Moves[edit]

Notes[edit]

Mark of Heritage: Serpentine

  • Scaly: You suffer half damage from blades and cutting weapons, but double damage from cold and frost-based attacks.
  • Slithering: Your lithe movements give you +1 Dexterity and -1 Charisma.

He also specializes in the Plant and Astral spell schools

  • Like the Sky at Night: Tiny stars twinkle in the darkness about you, in the shadows that you cast, or in the black fabrics of your clothes.
  • Windows to the Soul: The colours or appearance of your eyes is unsettling, as if there were vast gulfs of space and time inside of them.
  • Bacchante: Your hair is full of vines and leaves.
  • Loamy: You smell of the deep forest.

Q&A[edit]