Difference between revisions of "Fiore Sforza"

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*'''Goal:''' To ascend to the Throne of the One, surpassing all of those who failed to do so.
 
*'''Goal:''' To ascend to the Throne of the One, surpassing all of those who failed to do so.
 
*'''Height:''' 6'2" / '''Weight:''' 180 lbs.
 
*'''Height:''' 6'2" / '''Weight:''' 180 lbs.
 +
*'''Languages:''' Kerez, Patrian, Trade Cant
  
 
== Facts ==
 
== Facts ==
* Merchant Prince of Vissio, specializing in illegal goods and cybernetics.
+
* Origin: Merchant Prince of Vissio, specializing in illegal goods and cybernetics.
* Renegade of the Order of Redactors, the "Razors of God" who excise undesirable people from the world.
+
* Past Career: Renegade of the Order of Redactors, the "Razors of God" who excise undesirable people from the world.
* Inducted into the Merciful Hand by the high priestess of the Blessed Cathedral in Ancalia.
+
* Relationship: Eleanor Winters, Master Theotechnician of the Bright Republic
  
 
== Attributes ==
 
== Attributes ==
Line 167: Line 168:
 
===Low Magic===
 
===Low Magic===
  
''The Merciful Hand''
+
''Theotechnology''
*'''Apprentice:''' The apprentice engages in study of the healing arts and beneficial herbs, with no true magic learned at this level yet. This skill does apply as a useful Fact when performing medical services, however.  
+
*'''Apprentice:''' Apprentices learn no magic, but become skilled in architecture, tinkering, and the crafting of delicate work such as a jeweler or goldsmith might do. Those of the Thousand Gods focus more on learning of the myriad divinities of the land and their specific powers and servants.
*'''Adept:''' The adept knows charms to stabilize the gravely wounded, cure non-lethal diseases, numb pain, alleviate non-crippling symptoms, and magically identify even very esoteric diseases.
+
 
*'''Master:''' The charms of the master cure 1d6 points of physical damage to hit points or hit dice, cure even lethal diseases, bring gravely-wounded sorts back onto their feet and functional so long as they’re not further harmed, correct lamed limbs and damaged but essentially-intact organs, and grant blessings to protect infection by mundane diseases.
+
*'''Adept:''' Adept theotechnicians treat their art as sufficient justification for being able to create minor magic items as described in the Treasures chapter. Each month of their determined labor counts as 1 Dominion point for the creation of a minor magic item, though they cannot create them in bulk as Godbound can or create arms and armor more powerful than those with a +1 bonus. Adepts can identify the function and powers of such minor magic items.
*'''Archmage:''' The mighty spells of the archmage can cure 2d6 physical damage, cure even magical diseases, regrow missing limbs and body parts, and provide blessings to protect against infection by magical diseases. Even so, there are some dire sicknesses that cannot be cured even by an archmage of the Merciful Hand, particularly those magical biological weapons unleashed by some of the more merciless civilizations that fought in the Last War.
+
 
 +
*'''Master:''' A master theotechnician can fashion up to +2 weapons and armor, and at a cost of 1 Wealth point and a week's work they can build a 4 HD minor servitor. This servitor is not sentient, but it will obey the master intelligently.
 +
 
 +
*'''Archmage:''' Archmages of the theotechnicians can build +3 weapons and armor and can fabricate 8 HD servitors with a month's work and 2 Wealth points of expenditure. Archmages automatically succeed at all saving throws forced on them by effects generated by minor magical items.
  
 
===Theurgy===
 
===Theurgy===
Line 177: Line 181:
 
''Adept of the Gate''
 
''Adept of the Gate''
 
*'''Beacon of Celestial Purity:''' The theurge shines with a brilliantly clarifying radiance that gently illumines everything within one hundred feet. The light purifies and cleanses everything it touches, rendering objects clean and neutralizing poisons and disease sources, albeit it does not cure afflicted persons or banish magic. Any lies or intentional misdirections spoken within the light become visible as a plume of smoking filth rising from the speaker’s mouth. The lies of others cause painful feedback to the theurge, and inflict a 1d6 damage die each time a lie is spoken. This damage cannot be avoided or negated. The light lasts as long as the caster desires it and remains conscious. Those with the Word of Deception can speak lies without being discovered by this spell.
 
*'''Beacon of Celestial Purity:''' The theurge shines with a brilliantly clarifying radiance that gently illumines everything within one hundred feet. The light purifies and cleanses everything it touches, rendering objects clean and neutralizing poisons and disease sources, albeit it does not cure afflicted persons or banish magic. Any lies or intentional misdirections spoken within the light become visible as a plume of smoking filth rising from the speaker’s mouth. The lies of others cause painful feedback to the theurge, and inflict a 1d6 damage die each time a lie is spoken. This damage cannot be avoided or negated. The light lasts as long as the caster desires it and remains conscious. Those with the Word of Deception can speak lies without being discovered by this spell.
 +
 
*'''Open the Night Road:''' Many of the Night Roads between realms are hidden deep within the earth or concealed in remote locations far from the cities of men. Of these, some have been sealed shut by ancient sorcery or closed by the slow congealing of natural law. This invocation can be used to open a sealed Night Road entrance or give the caster a sense of the general direction and distance to the nearest one. If the caster is careful, they can open the Road only briefly, leaving it accessible for a few minutes before the existing seal scabs back over the entrance. More reckless casters can tear the seal away entirely, leaving the road open for all to pass until fresh sorcery or natural law closes it once more.
 
*'''Open the Night Road:''' Many of the Night Roads between realms are hidden deep within the earth or concealed in remote locations far from the cities of men. Of these, some have been sealed shut by ancient sorcery or closed by the slow congealing of natural law. This invocation can be used to open a sealed Night Road entrance or give the caster a sense of the general direction and distance to the nearest one. If the caster is careful, they can open the Road only briefly, leaving it accessible for a few minutes before the existing seal scabs back over the entrance. More reckless casters can tear the seal away entirely, leaving the road open for all to pass until fresh sorcery or natural law closes it once more.
 +
 
*'''Seal of Regnal Dominion:''' 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.
 
*'''Seal of Regnal Dominion:''' 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.
 +
 
*'''Sunder the Lesser Spell:''' The theurge tears away the delicate threads of theurgic sorcery around a target within sight. A single theurgy invocation of the Gate is instantly dispelled along with any number of low magic enchantments within thirty feet of the chosen target point. Breaking theurgic magic always involves a degree of feedback, however, and so the theurge suffers a 1d10 damage die each time this spell ends an invocation. This damage cannot be avoided or negated without spoiling the spell's effect.
 
*'''Sunder the Lesser Spell:''' The theurge tears away the delicate threads of theurgic sorcery around a target within sight. A single theurgy invocation of the Gate is instantly dispelled along with any number of low magic enchantments within thirty feet of the chosen target point. Breaking theurgic magic always involves a degree of feedback, however, and so the theurge suffers a 1d10 damage die each time this spell ends an invocation. This damage cannot be avoided or negated without spoiling the spell's effect.
  

Revision as of 11:20, 2 February 2018

Fiore Sforza.jpg

Fiore Sforza (level 1)

  • Goal: To ascend to the Throne of the One, surpassing all of those who failed to do so.
  • Height: 6'2" / Weight: 180 lbs.
  • Languages: Kerez, Patrian, Trade Cant

Facts

  • Origin: Merchant Prince of Vissio, specializing in illegal goods and cybernetics.
  • Past Career: Renegade of the Order of Redactors, the "Razors of God" who excise undesirable people from the world.
  • Relationship: Eleanor Winters, Master Theotechnician of the Bright Republic

Attributes

Strength Dexterity Constitution Intelligence Wisdom Charisma
Score 10 14 16 13 18 13
Modifier +0 +1 +2 +1 +3 +1
Check 11+ 8+ 5+ 8+ 3+ 8+

Resources

Total Free
Effort 2 2
Influence 2 2 Earned per Month
Dominion 0 0 0
Wealth 0

Saving Throws

Base Mod Armour Penalty Final Save
Hardiness 15 2 13
Evasion 15 1 14
Spirit 15 3 12

Hit Points

Current Maximum
10 10

Armor

  • AC: 2
  • Type: Endless Vigor (AC 3)

Attacks

  • Base Attack Bonus: +1
  • Fray Die: 1d8
Description Attribute Attack Bonus Range Damage
Vital Armaments Wisdom +4 200 feet 1d10+3
Clawed Gauntlets Dexterity +2 Close 1d6+1

Abilities

Words

Blood

Raise Constitution to 16. Cannot be killed unless a concentrated effort is made to destroy his unnaturally-vital form, while allies within 100 feet do not bleed out at 0 HP.

  • Endless Vigor (lesser) – Constant
  • Vital Armaments (lesser) – On Turn

Fate

Gain an invincible defense against mental influences and mind-reading, and may cause attempts at the latter to return any results they wish.

  • Persistence of Being (lesser) - Instant
  • Someone Else's Name (lesser) - Action

Sorcery

May use an Instant action to Commit Effort for the scene and negate any low magic spell being cast in his presence or banish or destroy any low magic construct or summoned entity.

  • Adept of the Gate (lesser) – Constant
  • Perfection of Understanding (lesser) – Constant

Low Magic

Theotechnology

  • Apprentice: Apprentices learn no magic, but become skilled in architecture, tinkering, and the crafting of delicate work such as a jeweler or goldsmith might do. Those of the Thousand Gods focus more on learning of the myriad divinities of the land and their specific powers and servants.
  • Adept: Adept theotechnicians treat their art as sufficient justification for being able to create minor magic items as described in the Treasures chapter. Each month of their determined labor counts as 1 Dominion point for the creation of a minor magic item, though they cannot create them in bulk as Godbound can or create arms and armor more powerful than those with a +1 bonus. Adepts can identify the function and powers of such minor magic items.
  • Master: A master theotechnician can fashion up to +2 weapons and armor, and at a cost of 1 Wealth point and a week's work they can build a 4 HD minor servitor. This servitor is not sentient, but it will obey the master intelligently.
  • Archmage: Archmages of the theotechnicians can build +3 weapons and armor and can fabricate 8 HD servitors with a month's work and 2 Wealth points of expenditure. Archmages automatically succeed at all saving throws forced on them by effects generated by minor magical items.

Theurgy

Adept of the Gate

  • Beacon of Celestial Purity: The theurge shines with a brilliantly clarifying radiance that gently illumines everything within one hundred feet. The light purifies and cleanses everything it touches, rendering objects clean and neutralizing poisons and disease sources, albeit it does not cure afflicted persons or banish magic. Any lies or intentional misdirections spoken within the light become visible as a plume of smoking filth rising from the speaker’s mouth. The lies of others cause painful feedback to the theurge, and inflict a 1d6 damage die each time a lie is spoken. This damage cannot be avoided or negated. The light lasts as long as the caster desires it and remains conscious. Those with the Word of Deception can speak lies without being discovered by this spell.
  • Open the Night Road: Many of the Night Roads between realms are hidden deep within the earth or concealed in remote locations far from the cities of men. Of these, some have been sealed shut by ancient sorcery or closed by the slow congealing of natural law. This invocation can be used to open a sealed Night Road entrance or give the caster a sense of the general direction and distance to the nearest one. If the caster is careful, they can open the Road only briefly, leaving it accessible for a few minutes before the existing seal scabs back over the entrance. More reckless casters can tear the seal away entirely, leaving the road open for all to pass until fresh sorcery or natural law closes it once more.
  • Seal of Regnal Dominion: 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.
  • Sunder the Lesser Spell: The theurge tears away the delicate threads of theurgic sorcery around a target within sight. A single theurgy invocation of the Gate is instantly dispelled along with any number of low magic enchantments within thirty feet of the chosen target point. Breaking theurgic magic always involves a degree of feedback, however, and so the theurge suffers a 1d10 damage die each time this spell ends an invocation. This damage cannot be avoided or negated without spoiling the spell's effect.

XP and Dominion Log

Dominion Log