Yarona#663 (level 1)
- Goal: ensure Skerl 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
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