Difference between revisions of "Running Sheet Relmopator"

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(Powers)
(CREATURES)
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=='''Points'''==
 
=='''Points'''==
  
Total: 288 Pips = +70 stats +175 powers +10 Skills +7 Shadows +11 Followers +0 13 Allies/13 Enemies +9 Creature +6 Items 0 Stuff +88 Advancement  
+
Total: 298 Pips = +70 stats +185 powers +10 Skills +7 Shadows +11 Followers +0 13 Allies/13 Enemies +9 Creature +6 Items 0 Stuff +98 Advancement  
 
   
 
   
 
*70 Stats
 
*70 Stats
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<big>Total 252</big>
+
<big>Total 298</big>
  
 
===ADVANCEMENT===
 
===ADVANCEMENT===
Line 89: Line 89:
  
 
ADVANCEMENT WISH LIST:
 
ADVANCEMENT WISH LIST:
5 pips – Pay for Sigil of Paragon Imprint already acquired
+
5 pips – Pay for Sigil of Paragon Imprint already acquired,
3 pips – Increase Warfare to reflect time in NP
+
3 pips – Increase Warfare to reflect time in NP,
1 pip – Increase Strength to reflect time in NP
+
1 pip – Increase Strength to reflect time in NP,
1 pip – Increase Endurance to reflect time in NP
+
1 pip – Increase Endurance to reflect time in NP,
10 pips – Attunement to the Jewel of Judgment as per Dworkin
+
10 pips – Attunement to the Jewel of Judgment as per Dworkin,
5-15 pips – Increase Psyche (depends on pips available)
+
5-15 pips – Increase Psyche (depends on pips available),
2-4 pips – 2-4 Additional Power Words
+
2-4 pips – 2-4 Additional Power Words,
10-40 pips – Fey Powers (depends on availability of Powers and pips)
+
10-40 pips – Fey Powers (depends on availability of Powers and pips),
20 pips – Advanced Trump Artistry
+
20 pips – Advanced Trump Artistry,
 
30 pips – Advanced Shapeshifting
 
30 pips – Advanced Shapeshifting
  
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=='''Powers'''==
 
=='''Powers'''==
175 (284) PIPS IN POWERS
+
185 (294) PIPS IN POWERS
 
*25 (75) ADVANCED PATTERN IMPRINT  (50 Granted)
 
*25 (75) ADVANCED PATTERN IMPRINT  (50 Granted)
*3 ATTUNEMENT TO THE Ambir Shade of the Jewel of Judgement
+
*(10) Attunement to the Jewel of Judgment-(Dworkin)
 +
*3 Attenement to the Ambir Shade Jewel of Judgement
 
*40 TRUMP ARTISTRY
 
*40 TRUMP ARTISTRY
 
*25 (35) SHAPE SHIFTING (10 Pip Racial)
 
*25 (35) SHAPE SHIFTING (10 Pip Racial)
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**(3) Ritualism (granted for knowledge in multiple Magics) Note skill in Dufirosim
 
**(3) Ritualism (granted for knowledge in multiple Magics) Note skill in Dufirosim
 
**(3) Continualism (granted for knowledge in multiple Magics)
 
**(3) Continualism (granted for knowledge in multiple Magics)
*(10) Attunement to the Jewel of Judgment-(Dworkin)
+
*10 Basic Fey Powers (unlocked by Finndo)
  
 
=='''Skills'''==
 
=='''Skills'''==
Line 266: Line 267:
 
**See notes below
 
**See notes below
  
*HORSE "Graso"; gray w/ multicolored mane & tail (gifted by Lord Trualta)
+
*MOUNT Ranyhyn: "Graso"; resembles a gray horse w/ multicolored mane & tail (gifted by Lord Trualta)
 
**Need notes from GM
 
**Need notes from GM
  

Revision as of 00:25, 18 April 2021

Relmopator Barimen; aka ‘Realmer’

  • GRANDFATHER: Dworkin, the Mad Mage of Montagar
  • GRANDMOTHER: Verna, The Primal Adask
  • FATHER: Hagalta, Adask son of Dworkin and Verna
  • MOTHER: Satura, Adask daughter of Dworkin and Verna
  • SIBLINGS: Dwynwen, Drixtra, Xorax

Relmopator.jpg

  • Apparent Age: 27 yrs old
  • Actual Age: 200 yrs old
  • Height: 5’11” Weight: 150
  • Build: Gaunt but Healthy
  • Complexion: Pale not Pasty
  • Face: Clean Shaven and Smooth
  • Hair: Long Silky White
  • Eyes: Reddish Pink Iris, Light Blue Sclera
  • Race; Amberite/Adask
  • Personal Colors: Dark Gray, Dark Purple and Dark Red

Ranks

  • Lord of Amber
  • Ambassador of Amber to the Primal Realm of Adagalasck

Points

Total: 298 Pips = +70 stats +185 powers +10 Skills +7 Shadows +11 Followers +0 13 Allies/13 Enemies +9 Creature +6 Items 0 Stuff +98 Advancement

  • 70 Stats
  • 175 Powers
  • 10 Skills
  • 7 Shadows
  • 0 13 Allies/13 Enemies
  • 11 Followers
  • 9 Creature
  • 6 Items
  • 0 Stuff


Total 298

ADVANCEMENT

First:52 Pips. Advancement Pips-Spent

  • 5 Bonus (GM Assistance)
  • 4 Mission with Aries; Received Satura's Ring from Hagalta, Received Ice Orc Marbles from Xorit, Recovered Tome, Learned that Satura still lives
  • 1 Quiz

Second:10 Pips The Opening of Adagalasck-Spent

  • 3 From the Courtyard to the Arch. Reunion or Severance.
  • 3 The plains of the Wild Grass Clan to the meeting with the Horse Lord.
  • 3 Water Crossing and Family business.
  • 1 Ambassador Plenipotentiary

  • 2 pips towards WARFARE-Conversations With Gangdis, Julian and Caine

Experience with general Sleight of hand / Card work. Tasa spends a lot of time in camp and on the trail working card passes and practicing sleight of hand tricks. She often works with others.


Third: 30 pips. Campaign 1st Advancement-Spent

    • Raised Strength and Warfare to Amber Rank. Enhanced Kevin; pet poodle. Invested in Tasa Resa (Shape Shift and Magic) and Sir Carston (Magic). Claimed a Personal Shadow within the Adagalasck Sway; part of the North Stair most likely. Basic Imprint of the Spiral of the Winds (granted by Julian)

Completed.


Fourth: 30 pips Second Campaign Advancement-Rasak and Adledross 30 spent

    • 5 pips Paragon
    • 3 Pip Warfare
    • 1 Pip Strength
    • 1 Pip Endurance
    • 5 pips Psyche
    • 1 Pip Skill-Dufirosim (assisted by experience with ritualism)
    • 4 pips:(2) 2 N/N Spells
    • 10 Fey Basic


Rasak Advancement on Benedict-This all graduates get as a base after which they spend their pips according to their interests. Skills are a base and if the individual has them this advances them to a maximum of 2 pips.

  • 5 Pips Warfare-Graduates reach at Least Amber Rank in Warfare
  • 3 Pip Endurance-graduates gain at least Chaos Rank in Endurance with 5 pip toward Amber rank.
  • 2 Pip Strength-Graduates gain at least Amber Strength
  • 1 Pip Skill-Military Technology
  • 1 Pip Skill-Military Command and Communications.
  • 1 Pip Skill-Military Horsemanship
  • 1 Pip Skill-Gymnastics
  • 1 Pip Skill-Medical Training
  • 1 Pips Skill-Cooking-Butchering general for cooking. Some gardening training for growing herbs and vegetables. Presentation.
    • (10 Pips Jewel of Judgment (Dworkin))

ADVANCEMENT WISH LIST: 5 pips – Pay for Sigil of Paragon Imprint already acquired, 3 pips – Increase Warfare to reflect time in NP, 1 pip – Increase Strength to reflect time in NP, 1 pip – Increase Endurance to reflect time in NP, 10 pips – Attunement to the Jewel of Judgment as per Dworkin, 5-15 pips – Increase Psyche (depends on pips available), 2-4 pips – 2-4 Additional Power Words, 10-40 pips – Fey Powers (depends on availability of Powers and pips), 20 pips – Advanced Trump Artistry, 30 pips – Advanced Shapeshifting

Statistics

  • PSYCHE: 55 Pips
    • [Danger Sense; Satura's Ring & Sorcerer's Robe]
    • [Extraordinary Psychic Sense; Bob the Beholder & Hex the Scrimshawed Staff]
  • ENDURANCE: 4
    • [Endless Stamina & Regeneration; Satura's Ring]
  • STRENGTH: 3
    • [Immense Vitality = Amber Rank Strength; Satura's Ring]
  • WARFARE: 8
    • [Combat Mastery = Amber Rank Warfare; Satura's Ring}

Total:70

Powers

185 (294) PIPS IN POWERS

  • 25 (75) ADVANCED PATTERN IMPRINT (50 Granted)
  • (10) Attunement to the Jewel of Judgment-(Dworkin)
  • 3 Attenement to the Ambir Shade Jewel of Judgement
  • 40 TRUMP ARTISTRY
  • 25 (35) SHAPE SHIFTING (10 Pip Racial)
    • (Chaos Form: Winged Vampire Corpse; appears undead, not rotting)
    • (Avatar/Animal Form: Extra Large Vulture)
  • (30) SPIRAL OF THE FOUR WINDS Basic Imprint (Granted - Julian)
    • Ability to enter Stairs and lead others on them
    • Ability to create holographic Trump Images with a glass sphere
    • Basic Concord: Up to 20th lvl Warlock Low Order Magic
    • Ability to use Tomes of the Stairs
    • Ability to Call a Wind of Force: Cold & the North Wind
  • 5 SIGIL OF PARAGON; Sawall Shard - Basic Imprint
  • 30 ADVANCED SORCERY
  • 25 CONJURATION & COMPELLING
  • 16 POWER WORDS {11 Power Gestures}
    • (Pattern Negation, Chaos Negation, Trump Disrupt, Magic Negation, Resume True Form, Psychic Disrupt, Neural Disrupt, Pain Attack, Lifeforce, Process Surge, Process Snuff)
  • 6 Low Order Magic Systems
    • 3 Wizardry: (AD&D System; Level 24 approx.)
      • Spell/Lvl: 5,5,5,5,5,5,5,5,4
    • 3 Magery: (Warlock System; Level 30 Approx.)[[1]]
      • Spell/Lvl: 16,10,8,7,5,5,3,2,1
    • (3) Cantrips (granted for knowledge in multiple Magics)
    • (3) Ritualism (granted for knowledge in multiple Magics) Note skill in Dufirosim
    • (3) Continualism (granted for knowledge in multiple Magics)
  • 10 Basic Fey Powers (unlocked by Finndo)

Skills

10 PIPS IN SKILLS

  • 1 Sleight of Hand
  • 1 Herbalism (Plants, Roots, Fungi, Etc.)
  • 1 Brewing (Potions, Ales, Etc.)
  • 1 Pip Skill-Military Technology
  • 1 Pip Skill-Military Command and Communications.
  • 1 Pip Skill-Military Horsemanship
  • 1 Pip Skill-Gymnastics
  • 1 Pip Skill-Medical Training
  • 1 Pip Skill-Dufirosim (assisted by experience with ritualism)
  • 1 Pips Skill-Cooking-Butchering general for cooking. Some gardening training for growing herbs and vegetables. Presentation.
  • Distilling
  • Mixology (Spent lots of time in Taverns, Pubs & Bars)
  • Apothecary
  • Alchemy
  • Chemistry
  • Anatomy
  • Embalming
  • Languages: Multiple Racial and Regional Languages from a multitude of Shadows.
    • Realmer was a 'linguist' of sorts even before Amber... pips may be needed here
  • Pen/Stylus & Ink Artistry
  • Brush & Ink Artistry
  • Tattoo Artistry
  • Artistic Writing Styles; Calligraphy, etc.

Shadows

7 PIPS IN SHADOWS [5] SHADOW: "Adagaar"; Relmopator’s NEW Personal Shadow (and possible Construct) (NEW)

  • [1] Shadow Type: Personal Shadow
  • [2] Control over Shadow: Control of Contents & Time Flow
  • [2] Shadow Barriers: Restricted Communication & Access
  • Description: High Fantasy World
  • Typical Denizens: Various Adask, Human, Demi-Human and Humanoid races, wide variety of Flora, Fauna and Magical Creatures
  • Time Flow relative to Adagalasck: 1 to 1 (but can vary at Realmer's control)
  • Functional Technology:
    • High Order & Low Order Magic: Available
    • Steam Powered Level Technology: Available but Very Rare
    • Steam-Tech Magic: Available but Extremely Rare
  • Power Availability & Strength in Shadow:
    • Pattern: Malleable
    • Logrus: Restricted
    • Spiral of the Four Winds: Unrestricted
    • Trump: Unrestricted
    • Magic: Easy to use
  • Communication Barriers:
    • Pattern: Blocked; In and Out
    • Logrus: Blocked; In and Out
    • Spiral of the Four Winds: Unrestricted; In and Out
    • Trump: Blocked; In, Unrestricted; Out
    • Magic: Blocked; In and Out
      • EXCEPTION: Concord of the Spiral ONLY; Unrestricted
  • Restricted Access Points (6)
    • Main Entrance & Exit: Two-way travel; Unrestricted.
    • Back Door: Two-way travel; Unrestricted.
    • Secret Back Door: One-way travel, Out Only. Restricted Access; Secret 'stone', Secret Walk.
    • Secret Escape: One-way; Out Only. Restricted Access; Secret 'stone', Secret Gesture, Secret Walk.
    • Secret Way In: One-way; In Only. Restricted Access; Secret Tree Branch, Secret Herb, Secret Phrase, Secret Gesture
    • Secret Tunnel: Two-way travel. Realmer ONLY (many many Secret things to use this way)

[2] SHADOW: Relmopator’s Personal Shadow, “Oerth”

  • Shadow Type: [1] Personal Shadow
  • Control over Shadow: [1] Control of Contents
  • Description: High Fantasy World
  • Typical Denizens: Various Human, Demi-Human and Humanoid races, wide variety of Flora, Fauna and Magical Creatures
  • Time Flow relative to Amber: 364 to 1 (fast time); 1 Shadow Year equals 1 Amber Day
  • Functional Technology:
    • High Order & Low Order Magic: Available
    • High Computer Level Technology: Available but Very Rare
    • Techno-Magic: Available but Extremely Rare
  • Power Availability/Strength in Shadow:
    • Pattern: Malleable
    • Logrus: Malleable
    • Trump: Unrestricted
    • Magic: Easy to use

ALLIES & ENEMIES

Allies

  • 6 AMBER COURT DEVOTEE Dworkin
  • 4 Amber Ally Florimel
  • 2 Amber Ally
  • 1 Amber Ally Non-Family Noble
  • 1 Jurt

Enemies

  • 6 Unknown Enemy #1
  • 3 House Bayle
  • 2 Unknown Enemy #2
  • 1 Bleys (was Arloxedra but he withdrew his pip)
  • 1 Droppa Mapants

Stuff

0 STUFF:

Companions

11 PIPS IN COMPANIONS CI-Relmopator

Hired

  • 3 CHAD Merc; Sir Carston Brak, Knight of Wall. CHAD Bodyguard.
    • 3 pips to Adv. Concord
  • 8 Padfoot/Assassin; Tasa Resa Trrs, recommended by Sir Gangdis.
    • 3 pips to Adv. Concord
    • 5 pips to Partial Shape Shift

Assigned

CREATURES

9 PIPS IN CREATURES

  • [9](11) PET: “Kevin”; White Teacup Poodle
    • 9 pips (Realmer), 2 pips (someone else)
      • 2 Armor Vs Gun
      • 2 Double Damage
      • 2 Rapid-Healing
      • 2 Double Speed
      • 1 Able to Speak
      • 1 Double Stamina
      • 1 Combat Training
  • FAMILIAR [Signature Creature - 50 Granted] (“Bob”; Miniature Beholder)
    • See notes below
  • MOUNT Ranyhyn: "Graso"; resembles a gray horse w/ multicolored mane & tail (gifted by Lord Trualta)
    • Need notes from GM

Items

2 PIPS IN CRAFTED ARTIFACTS 4 PIPS IN GIFTED ARTIFACTS

WEAPONS

    • [1] Scrimshawed Bone Staff “Hex”
    • Defender Blade (Gift from Jurt)
    • Excavation Blade (Gift from Jurt)

Nasty Place Graduate Blade

      • Those who complete the training forge a blade made there during their training and have permission to wear the blade on all military attire. The blade is forged mithril with a blade 5" long and a handle 4" long. Ceremonial and honorary in intent, the blades have their own history as deadly weapons. Red stone in pommel, put there by Benedict.
      • Deadly Damage, Return to Hand, Effective vs Reardon armor, Summon Benedict once.
      • Blue Mandalay Stone (Cold) embedded in the pommel
      • [2] Rack N/N Spells: (12) Ice Storm x3, Bodily Deep Freeze x3, AoE Deep Freeze x3, Icy Path x2, Limitless Deep Freeze x1

Nasty Place Graduate Dagger (made by & gift from Vulcan)

      • Deadly Damage, Return to Hand, Contact Vulcan
      • Red Mandalay Stone (Fire/Heat) embedded in pommel
      • [2] Rack N/N Spells: (12) Heat Metal x3, Fire Fountain x3, Mini-Fireball x3, Fireball x2, Elemental Fireball x1

DECKS & PERSONAL TRUMPS

    • Trump Deck, King Random Edition (granted by King Random)
    • Bob the Beholder, Jeff the Sorcerer's Robe, Hex the Bone Staff, Sir Gangdis of Casowill, Sir Carston Brak of Wall, Tasa Resa, Fortunadas of Wall, Alexandir kos Korag, (plus a few others from Adledross)
    • Two Trumps given by Julian: Nina and Emilie
    • Private Quarters in Castle of Gateway Island on Oerth; Personal Shadow

ASSORTED ITEMS

    • [1] Sorcerer’s Robe Of Flight “Jeff”
    • Ring Of Trollish Fortitude “Satura's Ring” [Signature Item]
    • Ambir Shade Jewel of Judgment (Green) (on Loan from Dworkin)
    • Mandalay Stones (5): Red, Yellow, Green, Blue, Purple (Gift from Ninaatres)
    • Bag of Ice Orc Marbles (gifted by Xorit)
    • Bottle of Red Tequila; self-refilling bottle (gift from Jurt)
    • High Order Magic Dinnerware Set for One Person
      • Each contains a dinner plate, salad plate, dessert plate, and a cup& saucer. Three times a day each one can fill. One never knows what will be on them except its food. As I understand it the longer a person owns them the closer they get to providing food to their racial preference.

Descriptions

MINIATURE BEHOLDER

  • “Bob”; Relmopator’s Familiar (50 Pips Signature)
  • 4 points} Psychic Quality: Extraordinary Psychic Sense
  • 2 points} Psychic Defense: Psychic Neutral
  • 2 points} Item Vitality: Double Vitality
  • 4 points} Movement: Engine Speed; Flight
  • 4 points} Stamina: Tireless Stamina
  • 4 points} Resistance to Damage: Invulnerable to all Conventional Weapons
  • 4 points} Intelligence & Communication: Speak in Tongues & Voices; prefers Telepathy
  • 8 points} Item Shape Shifting: Extended Shape Shift
  • 4 points} Item Healing: Regeneration
  • 4 points} Item Control over Shadow: Mold Shadow Reality
  • 4 points} Trump Powers: Powered by Trump(Observation, Communication and Limited Transport)
  • 4 points} Spell Storage: Rack & Use Named/#’d Spells (12) 40 hours
  • 2 points} Contains Power Words: Named/Numbered 20 hours

Compellings: (9) “I feel safe with Relmopator but less safe when away from Relmopator”, “Always obey Relmopator’s commands and wishes first and foremost”, “Protect Relmopator and always warn him of danger”, “Relmopator is the ONLY Being that can use my Powers, Magics and Spells”, “Hide my Psyche and Powers from all but Relmopator”, “If I am lost, I must help Relmopator find me and/or I must find a way to Relmopator; through others if needed, but only if this can be done secretly”, “Use any Powers and Magics necessary to ‘protect’ Relmopator and ‘return to’ Relmopator”, “Always be hyper-observant of all details of everything in my area; places, people, things, events, conversations, etc.”, “Keep a well organized memory of all observed details for later recall”.

  • Racked Spells (12): Magical Drain, Paralysis, Confusion Storm, Magic Missile, Invisibility, Strength Drain, Bodily Defense, Defensive Psyche Ward, Lightning Bolt, Deep Freeze, Fire Fountain, Empowered Monster Group.
  • Beholder Eye Powers (11): Central Eye = Anti-Magic Ray/Field, Ten Eye Stalks = Charm Ray, Paralyzing Ray, Fear Ray, Slowing Ray, Enervation Ray, Telekinetic Ray, Sleep Ray, Petrification Ray, Disintegration Ray, Death Ray.
  • Power Words (11): Pattern Negation, Chaos Negation, Trump Disrupt, Magic Negation, Resume True Form, Psychic Disrupt, Neural Disrupt, Pain Attack, Lifeforce, Process Surge, Process Snuff

“Bob” was Realmer’s first Creation and his longest lasting Familiar. Bob was Created soon after Realmer gained most of his Powers during the time he was training in Shadow with Dworkin after his time in Ambir; a Shade of Amber. The ‘body’ of the Miniature Beholder is a little bigger than a softball, about the size of a small cantaloupe. Through the use of Shape Shifting, Bob can decrease its size to a little smaller than a baseball and increase its size to a littler bigger than a human head. Bob can Shape Shift into any Creature or Animal Form it or Realmer desires; some relative size restrictions apply. Bob can also Shape Shift into inanimate objects; very useful for hiding and/or spying. Also, through the use of Shape Shifting, Bob has an incredible Camouflage Ability allowing it to easily change the texture, color and translucency of its skin to blend in with any environment or background; nearly invisible if holding still, and completely invisible in dark and shadowy areas, if holding still. Bob also has the amazing ability to create Remote Eyes by way of its Shape Shifting Powers; Bob can create one or more eyes, with or without an eye stalk, and leave the eye behind for remote viewing via Extraordinary Psychic Sense and Trump Powers. The Remote Eye can move as if in an eye socket, but can also hover/fly to follow if so directed if it has a stalk. The Remote Eyes can be recalled via Trump Power and reabsorbed via Shape Shifting at any time Bob or Realmer desire it. Anything Bob can see or experience, personally or via Remote Eyes, Realmer can also ‘see’ and ‘experience’ via Bob’s Telepathy/Extraordinary Psychic Sense and/or its Trump Powers; the ‘Link’ between Realmer and his Familiar, Bob, is nearly constant and it is very possible that Bob can and does ‘spy/eavesdrop’ on Realmer’s Trump conversations…

RING OF TROLLISH FORTITUDE Satura's Ring

  • (“Satura's Ring”; Signature Item) {Permanently Empowered Blood Item}

[Signature Item] (60 Point Item) Time Spent Permanently Empowering Item: Total time spent Creating Original Item: 28 days; assuming no more than 20 hours of Conjuring per day; this time accounts for 334 hours and 30 minutes of Empowering and Compelling; spending at least one full hour on each Compelling Geas.

  • 9 points- Vitality: Immense Vitality (4) + Transfer Quality (5) Amber Ranked Strength
  • 9 points- Stamina: Supernatural Stamina (4) + Transfer Quality (5) -Beyond Amber Endurance
  • 9 points- Aggression: Combat Mastery (4) + Transfer Quality (5)-Amber Ranked Warfare
  • 14 points- Item Healing: Regeneration (4) + Transfer Power (10)
  • 2 points- Item Shape Shift: Named/#’d Forms (12)
  • 4 points- Spell Storage: Rack & Use Named/#’d Spells (12)-
  • 4 points- Item Control over Shadow: Mold Shadow Reality
  • 2 points- Psychic Quality: Sensitivity to Danger
  • 2 points- Psychic Defense: Psychic Neutral
  • 2 points- Intelligence & Communication: Speak & Sing; non-verbal
  • 1 point- Trump Powers: Contains a Trump Image (Relmopator)
  • 2 points- Contains Power Words: Named/Numbered

Compellings (7): “I feel safe with Relmopator but uncomfortable when away from Relmopator”, “Relmopator is the ONLY Being that can use my Powers, Magics and Spells”, “Hide my Psyche and Powers from all but Relmopator”, “If I am lost, I must help Relmopator find me and/or I must find a way to Relmopator; through others if needed, but only if this can be done secretly”, Protect Relmopator and always warn him of danger”, “Use any Powers and Magics necessary to ‘protect’ Relmopator and ‘return to’ Relmopator”, “Always obey Relmopator’s commands and wishes first and foremost”

Racked Spells (12): Magical Drain, Magic Missile, Mind Touch, Haste, Elemental Fireball, Paralysis, Web, Fire Fountain, Self Teleport, Empowered Monster Champion, Bodily Defense, Invisibility.

Shape Shifted Forms: (12) {NOTE: An asterisk * denotes a mechanical 'creature'.} 1) *Wolf Spider, Medium sized 2) *Octopus, Very Small sized 3) *Hornet, Large sized 4) Ring, Gold, Plain Band 5) Ring, Platinum, Jeweled, Lg. Black Sapphire & Sm. Black Opals 6) Signet Ring, Mithril, Stylized ‘R’ surrounded by a Stone Archway 7) Wrist Chain, Silver, Flattened Heavy Links, Dragon’s Head Clasp 8) Wrist Band, Copper, Hammered 9) Piercing, Silver, Barbell Stud 10) Necklace, Platinum Chains, many small-link chains twisted together 11) Necklace, Gold Plates, Aztec Style 12) Torc, Nordic Dragon

SORCERER’S ROBE

  • (“Jeff”; Flying Robe of Many Deep Pockets) {Permanently Empowered Blood Item}

[1 Pip] (43 Point Item)(0 Points in Empowerment Pool)

  • 2 points- Psychic Quality: Sensitivity to Danger-
  • 7 points- Psychic Defense: Psychic Neutral (2) + Transfer Quality (5) -
  • 9 points- Movement/Flight: Engine Speed (4) + Transfer Quality (5)-
  • 4 points- Resistance to Damage: Invulnerable to all Conventional Weapons-
  • 2 points- Intelligence & Communication: Speak & Sing; non-verbal-
  • 4 points- Item Shape Shifting: Limited Shape Shift -
  • 4 points- Item Healing: Regeneration -
  • 4 points- Item Control over Shadow: Mold Shadow Reality -
  • 4 points- Spell Storage: Rack & Use Named/#’d Spells (12) -
  • 1 point- Trump Powers: Contains a Trump Image (Relmopator)-
  • 2 points- Contains Power Words: Named/Numbered-

Compellings (7): “I feel safe with Relmopator but uncomfortable when away from Relmopator”, “Always obey Relmopator’s commands and wishes first and foremost”, “Defend Relmopator and always warn him of danger”, “Use any Powers and Magics necessary to ‘defend’ Relmopator and ‘return to’ Relmopator”, “Relmopator is the ONLY Being that can use my Powers, Magics and Spells”, “Hide my Psyche and Powers from all but Relmopator”, “If I am lost, I must help Relmopator find me and/or I must find a way to Relmopator; through others if needed, but only if this can be done secretly”.

Racked Spells (12): Bodily Defense, Diamond Bubble, Defensive Shield, Special Effects Teleport, Relmopator’s Secure Shelter, Relmopator’s Resplendent Refreshments, Mind Touch, Quell, Relmopator’s Loaded Laboratory, Spirit Split, Unweaving, Grease

Description: (Like the Cloak of Levitation from Doctor Strange.) “Jeff” was created to serve several purposes; clothing, armor, speedy travel, and storage (mundane and magical), but Jeff’s main purpose is to defend and carry Relmopator and his belongings. To that end, Realmer designed the Robe to have many pockets, both visible and hidden, throughout the robes exterior and interior. ALL of the pockets are Extra-Dimensional Spaces of varying internal size and all are ‘connected’ to each other allowing Realmer to reach into a pocket and retrieve anything within the Robe’s many pockets. Realmer’s desire is transferred to Jeff and it helps by bringing the desired object to Realmer’s hand, even though he is not reaching into the same pocket the object is actually in. Jeff’s Shape Shifting powers allow it to assume the Form of any type of clothing or armor Realmer desires, but can also change into other objects as well, like a shield, a blanket or a rug, or even a small piece of furniture or wall hanging; but never a living creature. Jeff not only has Movement capabilities, but also possesses Flight capabilities, both are quite fast and both can be transferred to Realmer.

SCRIMSHAWED BONE STAFF

  • “Hex”; the Staff of Necro-Beasts {Permanently Empowered Blood Item}

[1 Pip] (45 Point Item) Time Spent Permanently Empowering Item: Total time spent Creating Original Item: 18 days; assuming no more than 20 hours of Conjuring per day; this time accounts for 240 hours and 50 minutes of Empowering and Compelling; spending at least one full hour on each Compelling Geas.

  • 4 points} Psychic Quality: Extraordinary Psychic Sense 400 min (6 hrs 40 min)
  • 2 points} Psychic Defense: Psychic Neutral 200 min (3 hrs 20 min)
  • 2 points} Item Vitality: Double Vitality 200 min (3 hrs 20 min)
  • 4 points} Movement: Engine Speed 400 min (6 hrs 40 min)
  • 4 points} Stamina: Tireless Stamina 400 min (6 hrs 40 min)
  • 4 points} Aggression: Combat Reflexes 400 min (6 hrs 40 min)
  • 4 points} Weapon Damage: Deadly Damage 400 min (6 hrs 40 min)
  • 2 points} Intelligence & Communication: Speak & Sing; non-verbal 200 minutes (3 hrs 20 min)
  • 4 points} Item Shape Shifting: Limited Shape Shift 40 hours
  • 4 points} Item Healing: Regeneration 40 hours
  • 4 points} Item Control over Shadow: Mold Shadow Reality 40 hours
  • 4 points} Spell Storage: Rack & Use Named/#’d Spells (12) 40 hours
  • 1 point} Trump Powers: Contains a Trump Image (Relmopator) 10 hours
  • 2 points} Contains Power Words: Named/Numbered 20 hours

Compellings: (7) “I feel safe with Relmopator but uncomfortable when away from Relmopator”, “Always obey Relmopator’s commands and wishes first and foremost”, “Protect Relmopator and always warn him of danger”, “Use any Powers and Magics necessary to ‘protect’ Relmopator and ‘return to’ Relmopator”, “Relmopator is the ONLY Being that can use my Powers, Magics and Spells”, “Hide my Psyche and Powers from all but Relmopator”, “If I am lost, I must help Relmopator find me and/or I must find a way to Relmopator; through others if needed, but only if this can be done secretly”.

Racked Spells (12): Empowered Monster Champion, Empowered Monster Group, Empowered Monster Hoard, Mass Empowerment I, Mass Empowerment II, Elemental Fireball, Confusion Storm, Pressurized Lava, Deep Freeze, Evict Invading Entity, Cardiac Arrest, Giant’s Slap

‘Hex’, the Staff of Necro-Beasts was conjured from Relmopator’s blood into the initial Form of a Scrimshaw Bone Staff. Its most used alternate Form is that of a Carved Bone Wand. The Staff of Necro-Beasts can also Shape Shift into any Form it likes or is commanded to take, but will usually have an undead look to it. It will take the form of creatures to fight for and protect Relmopator.

Shifted Forms

Realmerform1.jpg Realmerform2.jpg

Notes

LIST OF RACKED & HUNG SPELLS

RACKED SPELLS:

  • Beholder’s Racked Spells (12): Magical Drain, Paralysis, Confusion Storm, Magic Missile, Invisibility, Strength Drain, Bodily Defense, Defensive Psyche Ward, Lightning Bolt, Deep Freeze, Fire Fountain, Empowered Monster Group.
  • Ring’s Racked Spells (12): Magical Drain, Magic Missiles, Haste, Mind Touch, Elemental Fireball, Paralysis, Web, Fire Fountain, Self Teleport, Empowered Monster Champion, Bodily Defense, Invisibility
  • Robe’s Racked Spells (12): Bodily Defense, Diamond Bubble, Defensive Shield, Special Effects Teleport, Relmopator’s Secure Shelter, Relmopator’s Resplendent Refreshments, Mind Touch, Sleep (Quell), Relmopator’s Loaded Laboratory I, Spirit Split, Unweaving, Grease
  • Staff’s Racked Spells (12): Empowered Monster Champion, Empowered Monster Group, Empowered Monster Hoard, Mass Empowerment I, Mass Empowerment II, Elemental Fireball, Confusion Storm, Pressurized Lava, Deep Freeze, Evict Invading Entity, Cardiac Arrest, Giant’s Slap

HUNG SPELLS:

  • ADVANCED PATTERN HUNG SPELLS: (18) Friendly Compellings, Loyalty Compellings, Fear Compellings, Amnesia Compellings, Bodily Defense, Defensive Psyche Ward, Magic Drain, Strength Drain, Self Teleport, Mind Touch (x2), Cardiac Arrest, Lightning Bolt, Elemental Fireball, Wound Transferal, Dispelling Screen, Disintegrate, Time Stop
  • SPIRAL OF THE WINDS HUNG SPELLS: (4) Major Spells: [4 OPEN] (8) Minor Spells: Audio Blast (Music), Sound Capture, Trump Image Enhancement, R's Secure Shelter, R's Resplendent Refreshments, R's Loaded Laboratory I, II & III
  • SIGIL OF PARAGON HUNG SPELLS: (8) Major Spells: Hallucinogenic Injection, Empowered Undead Horde, Empowered Undead Group, Lifeforce Transfer, Polymorph Anything, Electric Arcs of Disruption, Banishment, Steal/Transfer Enchantment (12) Minor Spells: Privacy Spell, Displacement, Recall Death(x2), Legend Lore(x2), Illusion Spell, Neutralize Gas, Stone to Flesh(R), Stone to Mud(R), Passwall, Blink
  • WIZARDRY (D&D) SPELLS:

(1st) Ray of Fatigue, Exterminate, Corpse Link, Chill Touch, Detect Undead (2nd) Spectral Hand, Choke, Ghoul Touch, Embalm, Skeletal Hands (3rd) Vampiric Touch (x2), Feign Death, Delay Death, Skull Trap (4th) Enervation (x2), Mask of Death, Brainkill, Empathic Wound Transfer (5th) Animate Dead, Magic Jar, Throbbing Bones, Bind Undead, Graft Flesh (6th) Blackmantle, Deadman's Eyes, Transmute Bone to Steel(R), Reincarnation, Death Spell (7th) Control Undead, Suffocate, Wound Conferral, Banishment, Vision (8th) Death Shroud, Shadow Form, Defoliate, Heart of Stone, Mass Charm (9th) Death Ward, Energy Drain, Meteor Swarm, Crystalbrittle

  • MAGERY (Warlock) SPELLS:

(1st) Telescope, Sound Amplification, Sleep, Silence 1” radius, Read Magic, Read Languages, Protection, Light, Individual Silence, Hold Portal, Detect Complex (x2), Detect Simple (x2), Charm Person, Charm Animal Class. (2nd) Awaken, Continual Light, Darkness 3” radius, Deodorant, Detect Concealed, Extinguish Fire, Knock, Locate Object, Wizard Lock, See Invisible. (3rd) Ball Lightning, Dispel Magic, Magic Analyze, Whirlwind, Mirror Image, Mental Static, Clariaudience, Clairvoyance. (4th) Animal Control, Protection from Missiles, Remove Curse, X-ray Vision, Plant Control, Massmorph, Halluncinatory Terrain. (5th) Cloudkill, Dragon Control, Giant Control, Feeblemind, Polymorph Others. (6th) Bomb, Control Weather, Move Earth, Homing Ball Lightning, Lower Water. (7th) Area Weakness, Picket Ball Lightning, Returning. (8th) Magic Dampening Field, Reflector Wall. (9th) 1

Convos

  • Amber Year 5230:
    • Realmer brought to Amber by Dworkin; meets with King Random, Fiona and Benedict
    • Sent to Academy at Fantalin immediately; meets Aries Colbriesi, Dean of Fantalin Academy
    • Meets Arloxedra at Fantalin serving as an Instructor... Realmer gets the feeling Arlo does not like him.
  • Amber Year 5231:
    • Realmer graduates the Academy, so to speak, when Aries calls him into his private office for a meeting
    • He accompanies Aries into Shadow on a mission of great importance to Amber and Realmer personally
    • Meets Hagalta, Xorit and Krelet; learns his mother lives and is the wife of Hagalta
    • Acquires Satura's Ring from Hagalta and a Tome of great importance to Amber
    • Returns to Amber with Aries, meets with Random, walks the Pattern in the dungeons of Castle Amber
    • Assigned rooms in the Castle and a Laboratory on the Pattern level of the dungeons
    • Meets Gerard and then Flora, each on Pattern Guard Duty, while visiting Pattern for research
  • Amber Year 5271-5272
    • Eavesdrops on Random and others discussing a great valley filled with dead bodies and a powerfully magical sword.
      • Invited in to contribute to the conversation, meets Vander. Recognized the Swords of Power for what they are, knows their legend
    • Has a conversation with Arlo in the Library about Adagalasck, his mother Satura and Vox.
      • Arlo shows new cards soon to arrive in the Deck; gives the new ones to Realmer
      • Arlo gives Realmer a stone from Adagalasck and tells him to walk the Pattern with it and that will allow access to the sealed Realm
      • Realmer walks the Pattern with the Stone from Adagaalasck as Arlo suggested.
    • Realmer has a conversation with Julian and Gangdis in his rooms/lab, shares his background with Julian, he offers help and Trumps of Nina & Emilie.
    • Realmer gathers a small team; Sir Gangdis of Casowill, Sir Carston of Wall and Tasa, an assassin from Sanctuary.
      • Defeats Azcalan attack while traveling the Jeweled Road towards Adagalasck; meets Aztalios, Azcalan War Cheif
    • Arrives at the Great Arch just prior to a Battle Drill where Xorit and Hagalta are both present
      • Meets with Xorit, sits in his Clan Box for Battle Drill, meets Xorit's brother; Zarxit
        • During Battle Drill Hagalta sees Realmer and rides over, orders him to leave the field and go to his camp where Satura awaits; Realmer refuses to leave until Battle Drill is complete
        • Gangdis breaks Clan Shaxta's Battle Signs and Zarxit wants this info, will pay for it
      • Clan Trixta defeats Clan Shaxta in the Battle Drill
        • Realmer meets with Xorit afterwards and tells him of what transpired during the drill; pulled into Campaign Tent for privacy
        • Xorit says Hagalta is lying about Satura being present, suggests we go thru Arch immediately
        • Realmer shows Xorit the Stone Arlo gave him; Xorit calls it a Stair Key; belongs to the Arch Mage of the North Wind
        • Gangdis suggests using it to contact her, she is Nina of Amber; makes Contact instantly
      • Nina comes to Realmer, she 'awakens', knows Gangdis, says Hagalta is coming, opens portal to Adagalasck, takes Realmer's crew and Xorit and crew
        • Hagalta rushes Portal, Nina puts up barrier, Hagalta rages then draws Farslayer and holds it high... but does not use it
    • Traveling through Adagalasck with Ninaartres, the Arch Mage of the North Wind