Difference between revisions of "Ten Hidden Orbs:Cathak Yarona"

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====Fire====
 
====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.
 
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 - ''Action''
 +
*Give Forth the Ashes - ''Action''
  
 
====Artifice====
 
====Artifice====
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====Knowledge====
 
====Knowledge====
Raise Intelligence/Wisdom to 16/18.
+
Raise Wisdom to 16.
  
*The Unveiled Truth - ''Action, Commit Effort for the scene''
+
*The Unveiled Truth - ''Action, Commit Effort for the Scene''
*
 
  
 
===Magic===
 
===Magic===

Revision as of 07:22, 16 August 2017

Main Page Journal Scrapbook
Cathak Yarona.png

Yarona#663 (level 1)

  • Goal:
  • Element: Fire

Facts

  • Bio-Mechanical Body
  • House Cathak Simulacrum
  • Died a Dozen Times

Attributes

Strength Dexterity Constitution Intelligence Wisdom Charisma
Score 1 1 1 1 1 1
Modifier +0 +0 +0 +0 +0 +0
Check + + + + + +

Resources

Total Free
Essence x
Influence 2 2 Earned per Month
Dominion 0 0 0
Wealth 0

Saving Throws

Base Mod Armor Penalty Final Save
Hardiness 1
Evasion 1
Spirit 1

Hit Points

Current Maximum
8? 8?

Armor

  • AC:
  • Type:
  • Description:

Attacks

  • Base Attack Bonus: +1
  • Fray Die: 1d8
Description Attribute Attack Bonus Damage

Words, Strifes and Magic

Words

Universal

  • Effort of the Word - Constant

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 - Action
  • Give Forth the Ashes - Action

Artifice

Create any non-magical object a normal man can carry as a round's action, using whatever materials are to hand. It may look odd (and be inedible) it functions as normal; crafting efforts for a day count as 100 labourers per character level when an estimate is needed.

  • Command the Wheels (lesser) - Action, Commit Effort
  • Transmuter (lesser) - Action, Commit Effort for the Scene

Knowledge

Raise Wisdom to 16.

  • The Unveiled Truth - Action, Commit Effort for the Scene

Magic

The Empty Way

  • Apprentice: the pprentice ca cast spells to gain immunity to hot or cold weather, ignore hunter and thrist for a day, become impervious to pain and able to fight on for one round after reaching zero hit points, or turn their unarmed attacks into 1d6 weapons for a scene.
  • Adept: the adept's spells can turn unarmed attacks into 1d8 weapons, grant them a natural armour class of 5 for a scene, leap up to sixty feet horozontally or half that vertically, gain immunity to natural flame/frost, or heal 1 hit point of damage as an Instant action.
  • Master: the sage master's spells can purge disease or poison from the blood, grant them a natural armour class of 3 for a scene, levitate up and down at their full movement rate for a scene, see clearly even in perfect darkness, or satiate their need for food/sleep/drink for the day.
  • Archmage: an archmage may turn unarmed attacks into 1d10 weapons, turn invisible for a scene or until they take vigorous action, become impervious to non-magical weapon attacks for a scene so long as they take no hostile action, restore youthful vigour for the day regardless of age, or gain immunity to mortal mind-affecting magic for the day.

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.

XP and Dominion Log

Dominion Log