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

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== Yarona#663 (level 1) ==
 
== Yarona#663 (level 1) ==
  
*'''Goal:'''  
+
*'''Goal:''' ensure X remains capable of securing the borders of the realm!
 
*'''Element:''' Fire
 
*'''Element:''' Fire
 
*'''Height:''' 2.6m / '''Weight:''' 300kg
 
*'''Height:''' 2.6m / '''Weight:''' 300kg

Revision as of 17:18, 17 August 2017

Main Page Journal Scrapbook
Cathak Yarona.png

Yarona#663 (level 1)

  • Goal: ensure X remains capable of securing the borders of the realm!
  • Element: Fire
  • Height: 2.6m / Weight: 300kg

Facts

  • Bio-Mechanical Body
  • One Life of Many
  • House Cathak Simulacrum[[1]]

Attributes

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

Resources

Total Free
Essence 3 3
Influence 2 2 Earned per Month
Dominion 0 0 0
Wealth 0

Saving Throws

Base Mod Armor Penalty Final Save
Hardiness 15 2 13
Evasion 15 1 14
Spirit 15 2 13

Hit Points

Current Maximum
10 10

Armor

  • AC: 6
  • Type: Light Regalia
  • Description: Reinforced Chassis

Attacks

  • Base Attack Bonus: +1
  • Fray Die: 1d8
Description Attribute Attack Bonus Damage
Plasma Control Suite Constitution +3 (50ft range) 1d10+2 (fire)
Armour Arts Dexterity +2 1d8+1 (melee)
Fire for Days N/A 20ft^3 Zone 1 (1d6 straight vs mobs)

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 (lesser) - Action
  • Give Forth the Ashes (lesser) - 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 (lesser) - 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