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== Blue Numidia, the Witch of Shellstone Island ==
 
== Blue Numidia, the Witch of Shellstone Island ==
  
*'''Level:''' 2
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*'''Level:''' 1
 
*'''Goal:''' To Unlock the Lost Magicks of the First Age
 
*'''Goal:''' To Unlock the Lost Magicks of the First Age
*'''Urge:''' To Starve Ahlat, the Southern God of War, of Worship by Eradicating His Cult
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*'''Urge:''' To Starve Gods of the Sea and Storm of Worship
 
*'''Sub-Type:''' Defiler
 
*'''Sub-Type:''' Defiler
 
*'''Sub-Type Bonus:''' Command of Magic. Once per scene, they may either dispel a theurgic invocation or low magic spell as an instant action, or use their action to immediately cast a theurgic invocation known to them without the usual cost for quick casting. They can sense magic in an object or area with a round's attention.
 
*'''Sub-Type Bonus:''' Command of Magic. Once per scene, they may either dispel a theurgic invocation or low magic spell as an instant action, or use their action to immediately cast a theurgic invocation known to them without the usual cost for quick casting. They can sense magic in an object or area with a round's attention.
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*Past Career: ''Witch of Shellstone Island (Curse-Eater Thaumaturgy)''
 
*Past Career: ''Witch of Shellstone Island (Curse-Eater Thaumaturgy)''
 
*Relationship: ''Filled with a Boundless Rage at the Gods''
 
*Relationship: ''Filled with a Boundless Rage at the Gods''
*Level 1: ''Mender of Reality''
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*Others:
  
 
== Attributes ==
 
== Attributes ==
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| '''Score'''
 
| '''Score'''
 
| 13
 
| 13
| 13
+
| 14
 
| 10
 
| 10
 
| 16
 
| 16
| 14
+
| 13
 
| 8
 
| 8
 
|-
 
|-
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| '''Check'''
 
| '''Check'''
 
| 8
 
| 8
| 8
+
| 7
 
| 11
 
| 11
 
| 5
 
| 5
| 7
+
| 8
 
| 13
 
| 13
 
|}
 
|}
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|-
 
|-
 
| '''Essence'''
 
| '''Essence'''
| 3
+
| 2
| 3
+
|  
 
|  
 
|  
 
|-
 
|-
 
| '''Influence'''
 
| '''Influence'''
| 3
+
| 2
| 3
+
| 2
 
| '''Earned per Month'''
 
| '''Earned per Month'''
 
|-
 
|-
 
| '''Dominion'''
 
| '''Dominion'''
| 2
 
 
| 0
 
| 0
|  
+
| 0
 +
| 0
 
|-
 
|-
 
| '''Wealth'''  
 
| '''Wealth'''  
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|-
 
|-
 
| '''Hardiness'''
 
| '''Hardiness'''
| 13
+
| 14
 
|  
 
|  
 
|
 
|
| 13
+
| 14
 
|-
 
|-
 
| '''Evasion'''
 
| '''Evasion'''
| 12
+
| 13
 
|  
 
|  
 
|
 
|
| 12
+
| 13
 
|-
 
|-
 
| '''Spirit'''
 
| '''Spirit'''
| 13
+
| 14
 
|  
 
|  
 
|
 
|
| 13
+
| 14
 
|}
 
|}
  
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! Maximum
 
! Maximum
 
|-
 
|-
| 12
+
| 8
| 12
+
| 8
 
|}
 
|}
  
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== Attacks ==
 
== Attacks ==
*Base Attack Bonus: +2
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*Base Attack Bonus: +1
 
*Fray Die: 1d8
 
*Fray Die: 1d8
  
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! Damage
 
! Damage
 
|-
 
|-
| Double Kukris
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| The Claws That Catch
 
| Strength
 
| Strength
| +3
+
| +2
| 1d10+1
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| 1d10+1 (Magic Weapon; Commit Effort for Scene to make all attacks in Scene deadly/incapacitating to lesser foes or do straight damage to mobs of lesser foes)
 
|}
 
|}
  
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=== Sorcery ===
 
=== Sorcery ===
 
==== Terrestrial Circle Sorcery ====
 
==== Terrestrial Circle Sorcery ====
; Slave-Spawn Summons : This sorcery cannot be cast Quickly or Instantly, and requires an uninterrupted ritual of one hour, usually conducted at sunset or in a specially-prepared area. At the conclusion of that ritual, a first circle demon from Malfeas appears, requiring a Wisdom check in order to bind it to the summoner's will. First circle demons usually have no more than 5 HD, are unnamed, and have little personal identity. You may summon a specific species; there is at least one will be suitable for any occasion. The demon may be given a single assigned task with a defined endpoint, or bound to a year of service.
+
; Slave-Spawn Summons : This spell cannot be cast quickly or instantly, and requires an uninterrupted ritual from sundown to midnight. At the conclusion of that ritual, a first circle demon from Malfeas. First circle demons usually have no more than 8 HD, are unnamed, and have little personal identity. You may summon a specific species; there is at least one will be suitable for any occasion. The demon may be given a single assigned task with a defined endpoint, or bound to a year of service.
  
 
; Command of Absolute Order : The theurge draws a sign of pale emerald light in the air before the chosen target, subverting their will to the caster’s own. While under the seal’s effects, the victim is absolutely obedient to the theurge’s commands, even those suicidal or repugnant to it. They will attempt to carry out instructions to the best of their ability and natural intelligence. Animal targets or those that do not share a language with the theurge can only be made to understand single-word commands. A theurge may have no more thralls under the effect of the seal at once than they have levels or hit dice. Lesser foes have no chance of escaping this dominion, while worthy foes may make a Spirit saving throw to resist, and another each time they receive a hateful command from the theurge. If not resisted, the seal’s effects remain until dispelled or dropped by the caster.
 
; Command of Absolute Order : The theurge draws a sign of pale emerald light in the air before the chosen target, subverting their will to the caster’s own. While under the seal’s effects, the victim is absolutely obedient to the theurge’s commands, even those suicidal or repugnant to it. They will attempt to carry out instructions to the best of their ability and natural intelligence. Animal targets or those that do not share a language with the theurge can only be made to understand single-word commands. A theurge may have no more thralls under the effect of the seal at once than they have levels or hit dice. Lesser foes have no chance of escaping this dominion, while worthy foes may make a Spirit saving throw to resist, and another each time they receive a hateful command from the theurge. If not resisted, the seal’s effects remain until dispelled or dropped by the caster.
  
; Purity of Clear Intonation : This invocation requires that the caster sing, forbidding other speech or spellcasting while it is maintained. So long as the caster remains singing, those around them are unable to acknowledge their presence, or the presence of allies who remain close to the theurge. Observers are aware of the sorcerer, but they can do nothing to act on that awareness unless the invocation is ended. The effect is broken if the mage ceases to sing, or they or their allies attack anyone or use hostile effects. Lesser foes are affected automatically by the canticle. For others, the worthy foe with the best saving throw in the group may roll a Spirit save to resist; if successful, no worthy foe is affected, while if it fails, all are subject to the canticle.
+
; Purity of Clear Action : This invocation requires that the caster sing, forbidding other speech or spellcasting while it is maintained. So long as the caster remains singing, those around them are unable to acknowledge their presence, or the presence of allies who remain close to the theurge. Observers are aware of the sorcerer, but they can do nothing to act on that awareness unless the invocation is ended. The effect is broken if the mage ceases to sing, or they or their allies attack anyone or use hostile effects. Lesser foes are affected automatically by the canticle. For others, the worthy foe with the best saving throw in the group may roll a Spirit save to resist; if successful, no worthy foe is affected, while if it fails, all are subject to the canticle.
  
 
; Crystalline Voice Projection : This invocation requires an arcane connection to the desired target, albeit close friends or pantheon mates may be contacted without the benefit of such a link. When cast, the invocation summons a gauzy image of the target and a five-foot radius echo of their surroundings. A similar phantasm of the caster appears in the target’s proximity. Caster and target may speak to each other through these phantasms, and a single inanimate object no more than ten pounds in weight may be passed between the two. The tenuous link produces a 25% chance that the object will be lost in transit somewhere in the distance between the two, however, with a brief glimpse of its resting place provided. The link lasts until the caster drops it, to a limit of one hour. If the target doesn’t wish to accept the contact, worthy foes may roll a Spirit save to resist it. If the contact was unwelcome, the arcane connection crumbles after the spell is complete, whereas a voluntary communication leaves the connection intact and usable once more.
 
; Crystalline Voice Projection : This invocation requires an arcane connection to the desired target, albeit close friends or pantheon mates may be contacted without the benefit of such a link. When cast, the invocation summons a gauzy image of the target and a five-foot radius echo of their surroundings. A similar phantasm of the caster appears in the target’s proximity. Caster and target may speak to each other through these phantasms, and a single inanimate object no more than ten pounds in weight may be passed between the two. The tenuous link produces a 25% chance that the object will be lost in transit somewhere in the distance between the two, however, with a brief glimpse of its resting place provided. The link lasts until the caster drops it, to a limit of one hour. If the target doesn’t wish to accept the contact, worthy foes may roll a Spirit save to resist it. If the contact was unwelcome, the arcane connection crumbles after the spell is complete, whereas a voluntary communication leaves the connection intact and usable once more.
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===Divine Gifts===
 
===Divine Gifts===
; Faultless Repair (Action) : You can fix anything with the available materials and tools. Up to a 10 x 10 x 10 foot cube per level worth of objects or constructions can be made like new each round, provided it is not completely destroyed. Every form of rot, decay, damage, and corruption is fixed, even for perishables such as foodstuff. If repairing magical or enchanted things, Effort is Committed for the scene with each use of the gift.
 
; Command the Wheels (Action) : Commit Effort. You can seize control of any visible vehicle, mechanism, door, or other object with moving parts up to the size of a small ship. If the item was created by you, there is no size limit on what can be controlled. While the Effort remains committed, the object will function exactly as if it were being manipulated, driven or piloted by you. Each new directive requires an action, and worthy foes can save versus Spirit to negate the gift for items they’re using.
 
 
; Transmuter (Action) : Commit Effort for the scene and turn one 10 x 10 x 10 foot cube of material per hero level from one physical substance into another. Items being used or held by a creature cannot be changed. If the effect is used to somehow harm targets, they take a 1d6 damage die for every two character levels of the hero, rounded up. If the substance being created is rare or precious, Effort must be committed for the day. Extremely rare and magical substances cannot be created this way, though mountains of gold can be fabricated. See the Wealth Word for limits on the use of this newfound treasure, as it is all too easy to inflate a region’s mundane economy into chaos.
 
; Transmuter (Action) : Commit Effort for the scene and turn one 10 x 10 x 10 foot cube of material per hero level from one physical substance into another. Items being used or held by a creature cannot be changed. If the effect is used to somehow harm targets, they take a 1d6 damage die for every two character levels of the hero, rounded up. If the substance being created is rare or precious, Effort must be committed for the day. Extremely rare and magical substances cannot be created this way, though mountains of gold can be fabricated. See the Wealth Word for limits on the use of this newfound treasure, as it is all too easy to inflate a region’s mundane economy into chaos.
 
; Body of Water (Constant) : Your flesh flows around dangers and encapsulates toxins. Your natural armor class is 3 and you are immune to poisons. You can apply a poison by touch if you’ve previously swallowed or been struck by a dose, thus ejecting the toxin. This AC isn't improved by shields or armor.
 
; Body of Water (Constant) : Your flesh flows around dangers and encapsulates toxins. Your natural armor class is 3 and you are immune to poisons. You can apply a poison by touch if you’ve previously swallowed or been struck by a dose, thus ejecting the toxin. This AC isn't improved by shields or armor.
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; Wizard’s Wrath (Instant) : Commit Effort. Your Fray die can harm even worthy foes, those enemies of greater hit dice than you have levels. This power also affects those gifts that allow you to apply your Fray die as part of their effects, increasing the potency of such powers.
 
; Wizard’s Wrath (Instant) : Commit Effort. Your Fray die can harm even worthy foes, those enemies of greater hit dice than you have levels. This power also affects those gifts that allow you to apply your Fray die as part of their effects, increasing the potency of such powers.
  
== XP Log ==
+
==XP and Dominion Log==
{| class="wikitable"
 
! Incident
 
! XP Gained
 
! Dominion Gained
 
|-
 
| Assault on Paragon
 
| 3
 
| 2
 
|}
 
 
 
== Influence Log ==
 
{| class="wikitable"
 
! Influence Committed
 
! Type of Change
 
! Effect
 
! Specific Notes
 
|-
 
| 3
 
| Major City, Implausible
 
| Destabilizing the Salt Wards of Chiaroscuro
 
| Causes controlled cracks in the salt barriers holding back the shadowlands in the city, group project with Coda
 
|}
 
 
 
== Dominion Log ==
 
 
 
{| class="wikitable"
 
! Dominion Spent
 
! Type of Change
 
! Fact Generated
 
! Specific notes
 
! Word(s) Used
 
|-
 
| 2
 
| Implausible, Village-Sized
 
| Crystal and Salt-Infused Dragon Lines
 
| A combination of She Who Lives in Her Name's perfect crystalline order and Kimbery's eroding sea salt has permanently halted the spread of Paragon's shadowland, shrouding only half the city in deathly darkness.
 
| Artifice, Sea
 
|}
 
 
 
==Additional Notes==
 
 
 
Fiend-Vassal Conscription: For Second Circle demons, the spell takes 12 hours to cast at twilight on the new moon or in an entire room specially dedicated to the summoning, and you must make a Wisdom check at -4 to bind it.
 
 
 
All-Commanding Oversoul Beckoning: For Third Circle, it takes an entire day to cast, either starting at sunset on the night of the new moon or in an entire temple specially dedicated to the summoning, and you must make a Wisdom check at -8.
 

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