T'sais

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T’sais (level 2)

  • 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 3 3
Influence 3 3 Earned per Month
Dominion 0 0 0
Wealth 0

Saving Throws

Base Mod Armour Penalty Final Save
Hardiness 14 3 11
Evasion 14 2 12
Spirit 14 2 12

Hit Points

Current Maximum
21 21

Armour

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

Attacks

  • Base Attack Bonus: +2
  • Fray Die: 1d8
Description Attribute Attack Bonus Damage
Divine Blaze Constitution +5 (50ft range) 1d10+3 (fire)
Unnatural capabilities Dexterity +4 1d8+2 (melee)
Fire for Days N/A 20ft^3 Zone 2 (2d6 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
  • A Thousand Loyal Troops (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
  • Intrinsic Health (lesser) - Constant

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

  • Kraken defeated (3 XP, 2 Dominion)


Dominion Log