Mereno Theokla

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Backstory[edit]

Mereno Theokla was a brilliant theotechnician before his world-shard started failing in ernest. After being separated from his fellow refugees on the way to a stable world, he longs for a familiar community, and where technology gives the people the power they deserve.

Fiddly bits[edit]

Goal: restore technology so the people can save themselves from the predators of Arcem. AC:6 Influence: 2 Effort: 3 HP: 10

Saves:
Hardiness 13
Evasion 12
Spirit 13

Weapons and Armor:

Fray: 1d8
Knives: Light, 1d6, 40 yard range.
Leather: -2 AC

Appearance[edit]

Height: 5'4
Hair: Golden Blonde
Shape: Thin but sturdy

Facts[edit]

Refugee of a dead world[edit]

Gives a bonus to recognize and react to celestial glitches.

Theotechnician[edit]

Gives access to the Theotechnician talent tree.

Dark magic was needed.[edit]

Gives a bonus to recognize magic from Uncreated Night.

Attributes[edit]

Strength 11 (0)
Dexterity 15 (+1)
Constitution 16 (+2)
Intelligence 18 (+3)
Wisdom G16 (+2)
Charisma 17 (+2)

Words and Gifts[edit]

Artifice[edit]

Heroes with the Artifice Word can create any non-magical object a normal man can carry as a round’s action, using whatever materials are to hand. While the ensuing creation may look odd, and any "food-stuffs" are inedible, it functions and lasts as well as a normal object of its type and usual substance.

Ten Thousand Tools[edit]

Your natural gifts of creation are augmented. Instead of requiring a full round to create a portable mundane object, you may do so as an On Turn action, as part of whatever action you take. This object may be a permanent creation or allowed to disappear afterwards at your dis- cretion. Your daily labor on projects is worth 1,000 laborers per level.

Perpetual Perfection[edit]

Everything you make is flawless and impervious to normal decay and use. Only intentional efforts at destruction have any chance of ruining them. The weapons and armor you create count as magical items, ones capable of harming supernatural foes and granting a +1 to hit and damage rolls for mortal wielders. You and other Godbound are too mighty to benefit from this hit and damage bonus.


Knowledge[edit]

Effort of the Word[edit]

The Omniscient Scholar[edit]

Wealth[edit]

Divine Wrath[edit]

Sustain the Multitude[edit]

Commit Effort and bless a faction with a Power score no larger than 2, affecting a city at most. The faction gains the Feature "We always have enough to survive", providing them with sufficient supplies of food, clothing, and other needs regardless of the bleakness of their surroundings or recent losses. This Feature can be used to defend during relevant conflicts, but it cannot be sacrificed on a loss, and lasts as long as the Godbound keeps their Effort Committed.