Difference between revisions of "T'sais"

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(Universal)
(Abilities)
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Raise Charisma to 16. Gain the ability to communicate with any intelligence creature – understanding them and being understood in turn. Commands are always correctly understood, though obedience is not necessarily guaranteed.  
 
Raise Charisma to 16. Gain the ability to communicate with any intelligence creature – understanding them and being understood in turn. Commands are always correctly understood, though obedience is not necessarily guaranteed.  
  
*The Lines of Rule (lesser) – “Action”
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*The Lines of Rule (lesser) – ''Action''
  
 
====Fire====
 
====Fire====
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Gain an invincible defence against disease and poison – and the ability to diagnose them instantly. Raise Constitution to 18.
 
Gain an invincible defence against disease and poison – and the ability to diagnose them instantly. Raise Constitution to 18.
  
*Burning Vitality (greater) – “On Turn”
+
*Burning Vitality (greater) – ''On Turn''
  
 
===Magic===
 
===Magic===

Revision as of 18:59, 18 January 2018

Main Page Journal Scrapbook
T'sais.jpeg

T’sais (level 1)

  • Goal: Rescue my pitiable people…
  • Height: 1.7m / Weight: 67kg

Facts

  • A body beyond the ken of modern men… (Torment Defied strife)
  • Cousin to the people of this fallen world.
  • Scientist from a strange time. (Theotechnician low magic)

Attributes

Strength Dexterity Constitution Intelligence Wisdom Charisma
Score 11 17 18 15 13 16
Modifier +0 +2 +3 +1 +1 +2
Check 10+ 4+ 3+ 6+ 8+ 5+

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 3 12
Evasion 15 2 13
Spirit 15 2 13

Hit Points

Current Maximum
13 13

Armor

  • AC: 2
  • Type: Warded Skin (base AC: 4)

Attacks

  • Base Attack Bonus: +1
  • Fray Die: 1d8
Description Attribute Attack Bonus Damage
Divine Blaze Constitution +4 (50ft range) 1d10+3 (fire)
Unnatural capabilities Dexterity +3 1d8+2 (melee)
Fire for Days N/A 20ft^3 Zone 1 (1d6 straight vs mobs)

Abilities

Words

Universal

  • Effort of the Word - Constant
  • Eyes of the Cat (lesser) – Constant [taken from Beasts; elven senses]

Command

Raise Charisma to 16. Gain the ability to communicate with any intelligence creature – understanding them and being understood in turn. Commands are always correctly understood, though obedience is not necessarily guaranteed.

  • The Lines of Rule (lesser) – Action

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

Health

Gain an invincible defence against disease and poison – and the ability to diagnose them instantly. Raise Constitution to 18.

  • Burning Vitality (greater) – On Turn

Magic

Theotechnician

  • Apprentice: apprentices learn no magic, but become skilled in architecture, tinkering and the crafting of delicate work such as a jeweller or goldsmith might do.
  • Adept: adepts 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 labour counts as 1 Dominion point for the creation of a minor magic item, though they cannot create them in bulk as a Godbound can or create arms and armour more powerful than those with a +1 bonus. Adepts can identify the function and powers of such minor magic items.
  • Master: a master can fashion up to +2 weapons and armour, and at the cost of 1 Wealth point and a week's work they can build a 4 HD minor servitor. The servitor is not sentient, but it will obey the master intelligently.
  • Archmage: archmages of the theotechnicians can build +3 weapons and armour 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.


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.

Theogenetic Alterations

Integration points: 4 (Effort sacrificed: 1)

  • Humming Bird Heels (1): fly briefly at a cost, or hover unmoving and ignore falling damage.
  • Redundant Organ Implants (2): gain two additional HP per level.
  • Warded Skin (1): gain a base AC of 4.

XP and Dominion Log

Dominion Log