Ten Hidden Orbs:Cathak Yarona: Difference between revisions
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|- | |- | ||
| '''Score''' | | '''Score''' | ||
| | | 13 | ||
| | | 14 | ||
| | | 16 | ||
| | | 13 | ||
| | | 16 | ||
| | | 10 | ||
|- | |- | ||
| '''Modifier''' | | '''Modifier''' | ||
| + | | +1 | ||
| + | | +1 | ||
| + | | +2 | ||
| + | | +1 | ||
| + | | +2 | ||
| +0 | | +0 | ||
|- | |- | ||
| '''Check''' | | '''Check''' | ||
| + | | 8+ | ||
| + | | 7+ | ||
| + | | 5+ | ||
| + | | 8+ | ||
| + | | 5+ | ||
| + | | 11+ | ||
|} | |} | ||
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|- | |- | ||
| '''Essence''' | | '''Essence''' | ||
| | | 3 | ||
| | | 3 | ||
| | | | ||
|- | |- | ||
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|- | |- | ||
| '''Hardiness''' | | '''Hardiness''' | ||
| | | 15 | ||
| | | 2 | ||
| | | | ||
| | | 13 | ||
|- | |- | ||
| '''Evasion''' | | '''Evasion''' | ||
| 15 | |||
| 1 | | 1 | ||
| | | | ||
| | | 14 | ||
|- | |- | ||
| '''Spirit''' | | '''Spirit''' | ||
| | | 15 | ||
| | | 2 | ||
| | | | ||
| | | 13 | ||
|} | |} | ||
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! Maximum | ! Maximum | ||
|- | |- | ||
| | | 10 | ||
| | | 10 | ||
|} | |} | ||
== Armor == | == Armor == | ||
*'''AC:''' | *'''AC:''' 5 | ||
*'''Type:''' | *'''Type:''' Light Regalia | ||
*'''Description:''' | *'''Description:''' Reinforced Chassis | ||
== Attacks == | == Attacks == | ||
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! Damage | ! Damage | ||
|- | |- | ||
| | | Plasma Control Suite | ||
| | | Constitution | ||
| | | +3 | ||
| | | 1d10+2 | ||
|- | |- | ||
| | | Fire for Days | ||
| | | N/A | ||
| | | 20ft^3 Zone | ||
| | | 1 (1d6 straight vs mobs) | ||
|- | |- | ||
|} | |} |
Revision as of 14:32, 16 August 2017
Main Page | Journal | Scrapbook |
Yarona#663 (level 1)
- Goal:
- Element: Fire
Facts
- Bio-Mechanical Body
- House Cathak Simulacrum
- Died a Dozen Times
Attributes
Strength | Dexterity | Constitution | Intelligence | Wisdom | Charisma | |
---|---|---|---|---|---|---|
Score | 13 | 14 | 16 | 13 | 16 | 10 |
Modifier | +1 | +1 | +2 | +1 | +2 | +0 |
Check | 8+ | 7+ | 5+ | 8+ | 5+ | 11+ |
Resources
Total | Free | ||
---|---|---|---|
Essence | 3 | 3 | |
Influence | 2 | 2 | Earned per Month |
Dominion | 0 | 0 | 0 |
Wealth | 0 |
Saving Throws
Base | Mod | Armor Penalty | Final Save | |
---|---|---|---|---|
Hardiness | 15 | 2 | 13 | |
Evasion | 15 | 1 | 14 | |
Spirit | 15 | 2 | 13 |
Hit Points
Current | Maximum |
---|---|
10 | 10 |
Armor
- AC: 5
- Type: Light Regalia
- Description: Reinforced Chassis
Attacks
- Base Attack Bonus: +1
- Fray Die: 1d8
Description | Attribute | Attack Bonus | Damage |
---|---|---|---|
Plasma Control Suite | Constitution | +3 | 1d10+2 |
Fire for Days | N/A | 20ft^3 Zone | 1 (1d6 straight vs mobs) |
Words, Strifes and Magic
Words
Universal
- Effort of the Word - Constant
Fire
Gain an invincible defence against flame and smoke; may wield fire as a magical weapon with a range of up to 50 feet, and a 1d10 damage die.
- Consuming Gaze (lesser) - Action
- Give Forth the Ashes (lesser) - Action
Artifice
Create any non-magical object a normal man can carry as a round's action, using whatever materials are to hand. It may look odd (and be inedible) it functions as normal; crafting efforts for a day count as 100 labourers per character level when an estimate is needed.
- Command the Wheels (lesser) - Action, Commit Effort
- Transmuter (lesser) - Action, Commit Effort for the Scene
Knowledge
Raise Wisdom to 16.
- The Unveiled Truth (lesser) - Action, Commit Effort for the Scene
Magic
The Empty Way
- Apprentice: the pprentice ca cast spells to gain immunity to hot or cold weather, ignore hunter and thrist for a day, become impervious to pain and able to fight on for one round after reaching zero hit points, or turn their unarmed attacks into 1d6 weapons for a scene.
- Adept: the adept's spells can turn unarmed attacks into 1d8 weapons, grant them a natural armour class of 5 for a scene, leap up to sixty feet horozontally or half that vertically, gain immunity to natural flame/frost, or heal 1 hit point of damage as an Instant action.
- Master: the sage master's spells can purge disease or poison from the blood, grant them a natural armour class of 3 for a scene, levitate up and down at their full movement rate for a scene, see clearly even in perfect darkness, or satiate their need for food/sleep/drink for the day.
- Archmage: an archmage may turn unarmed attacks into 1d10 weapons, turn invisible for a scene or until they take vigorous action, become impervious to non-magical weapon attacks for a scene so long as they take no hostile action, restore youthful vigour for the day regardless of age, or gain immunity to mortal mind-affecting magic for the day.
Strifes
Lesser Strife of the Torment Defied
- Initiate: ignore any mundane source of pain. Immune to infection, and wounds never worsen with neglect. Unarmed attacks deal 1d8 damage.
- Disciple: can continue fighting for one round after being reduced to 0 HP; even afterwards, can still speak or can crawl at half usual movement rate unless a coup de grace is administrated (though they cannot commit effort or perform other actions in this state).
- Master: first physical injury in a scene that would kill the master leaves them, instead, with 1 HP.