Istvan Meszaros

From RPGnet
Revision as of 14:19, 20 February 2018 by Pandorym (talk | contribs)
Jump to: navigation, search
Istvan Meszaros.jpg

Istvan Meszaros (level 2)

  • Quote: "Legions of monsters I've fought across the land, but the cruelest of all is the one we call man."
  • Goal: To destroy the Black Academies of Raktia once and for all.
  • Height: 5'11" / Weight: 150 lbs.
  • Languages: Pelagic, Stangir, Yazik
  • Dominion: 1

Facts

  • Origin: Istvan is a skillful gambler and a lover of stories from the market town of Drenkova.
  • Past Career: Istvan was taken as an apprentice to a master Curse-Eater, hunting both monsters and Uncreated throughout the darkened lands.
  • Relationship: Istvan once traveled to the Ulstang Skerries, and there stole the knowledge of dread necromancy from the Witch-Queen Sif herself.
  • Level 2: Istvan's experiences in Greymere have taught him to empathize even more with the common man and champion their causes.

Attributes

Strength Dexterity Constitution Intelligence Wisdom Charisma
Score 13 16 16 11 14 12
Modifier +1 +2 +2 +0 +1 +0
Check 8+ 5+ 5+ 10+ 7+ 9+

Resources

Total Free
Effort 3 3
Influence 3 3 Earned per Month
Dominion 0 0 0
Wealth 1

Saving Throws

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

Hit Points

Current Maximum
19 19

Armor

  • AC: 1
  • Type: Drawing Out the Line

Attacks

  • Base Attack Bonus: +2
  • Fray Die: 1d8
Description Attribute Attack Bonus Range Damage
The World Against You Wisdom +4 100 feet 1d10+2

Abilities

Words

Fate

The Godbound is master of their own will. They have an invincible defense against mental influences or mind-reading, and may cause attempts at the latter to return any results they wish.

  • Drawing Out the Line (lesser) - Constant
  • Persistence of Being (lesser) - Instant
  • Someone Else's Name (lesser) - Action

Health

Heroes with the Health Word have an invincible defense against diseases and poisons, and can diagnose them instantly. They may set their Constitution to 16, or to 18 if it’s already 16 or higher.

  • Ender of Plagues (lesser) - Action
  • Flesh Made True (lesser) - Action
  • Intrinsic Health (lesser) - Constant

Luck

Heroes gifted in the Luck Word may roll 1d20 once a day. At any time during that day, they may replace their own or someone else’s 1d20 roll with the one in reserve. They can only replace a roll once per day.

  • Blighted Luck (lesser) - Action
  • The World Against You (lesser) - On Turn

Low Magic

Necromancy

  • Apprentice: Apprentice necromancers learn no magic, but become skilled in anatomical studies, the liturgies of the dead, funeral rites, and the embalming of corpses.
  • Adept: Adepts can detect the presence of dead bodies within a mile and know their exact conditions, become impervious to pain by deadening their flesh, call forth a necrotic nimbus around their limbs (turning them into 1d6 weapons), summon 2 HD skeleton soldiers, or cause a one foot cube of matter to decay and rot away no matter its composition.
  • Master: Masters of necromancy can hurl bolts of death energy (1d10), become immune to cold or freezing conditions, place a rotting affliction that slowly withers limbs and liquefies organs, create a shroud of death for a scene that damages everyone around them within 10 feet for 1d4 damage, remove their need for food, sleep, and drink for the day, create 5 HD war-draugr from a suitable corpse, or command undead to briefly obey them for a scene.
  • Archmage: Archmages can hurl exploding orbs of necrosis that do 2d10 damage to everything within a 20’ radius of their landing point, become immune even to magical cold, summon an 8 HD wraith, place a horrific rotting affliction on an entire group of people, or sacrifice a lesser foe's life and soul to grant the necromancer youthful vigor for two weeks regardless of age.

XP and Dominion Log

Act One, Chapter One: 4 XP, 3 Dominion

Dominion Log

  • Wondrous Health (2 Dominion; Town; Implausible): Istvan has used the Word of Health to bestow hardiness and quick recovery on Greymere. The citizens will never get ill or suffer a permanent injury. Scars will fade, poisons rendered impotent, and disease eradicated within the town's borders. Even those with lost limbs, organs, or other mutilations will regain full functionality in time.