Ten Hidden Orbs:Mnemon Morwyn

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Mnemon Morgwyn.jpg

Mnemon Morwyn

  • Level: 1
  • Goal: Discover or accomplish something so magnificent that his mother Mnemon will have to make him her favorite child.
  • Aspect: Earth
  • Backstory:

Facts

Origin Pureblood Dynast graduate of the House of Bells
Past Captain of the Forgotten Scion IV
Relationship Privately tutored by Nine Winds, Heptagram sorceress

Attributes

Strength Dexterity Constitution Intelligence Wisdom Charisma
Score 13 13 16 10 14 18
Modifier +1 +1 +2 +0 +1 +3
Check 8 8 5 11 7 3

Hit Points

Current Maximum
10 10

Armor

  • Obduracy of Stone
  • AC: 2
  • Type: Unarmored
  • Shield: None
  • Description: Morwyn only wears exquisitely decorated robes - he has no need for armor thanks to his stone-like skin.

Attacks

  • Base Attack Bonus: +1
  • Fray Die: 1d8
Description Attribute Attack Bonus Damage
Omnipresent Reach Charisma +4 1d10+3

Resources

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

Saving Throws

Base Mod Armor Penalty Final Save
Hardiness 15 -2 None 13
Evasion 15 -1 None 14
Spirit 15 -3 None 12

Words

Word Inherent Bonus
Bow Never run out of normal ammunition. Instantly call ranged or throwing weapons they've used to their hands over any distance, and their ranged attacks never harm any target they did not intend to hurt. Their ranged attacks always count as magical for purposes of overcoming defenses.
Command May set their Charisma score to 16, or 18 if it’s already 16 or higher. They may communicate with any intelligent creature, understanding them and being understood in turn. Their commands are always correctly understood, though obedience will depend on their eloquence or the use of their gifts.
Earth May set either their Strength or Constitution scores to 16, or 18 if it is higher.

Divine Gifts

Gift Word Effect
A Thousand Loyal Troops Command Commit Effort. A visible NPC immediately becomes cooperative toward you, doing for you all they’d do for a superior or employer. Those who are worthy foes get a Spirit save to resist this effect. The cooperativeness lasts even after the Effort is reclaimed, provided the compliance is not abused or wholly improbable.
Essence of Earth Universal +1 Essence
Obduracy of Stone Earth Your natural armor class is 3, and you have an invincible defense against harm by stone, earth, or burial. You need not eat, drink, sleep, or breathe. Armor and shields do not improve this base armor class.
Omnipresent Reach Bow Your ranged weapons have a maximum range as far as your natural line of sight. Your missile weapons always do at least 1d10 damage and are treated as magical weapons. Even without a bow or gun, you may cast bolts of force or conjured weapons for 1d10 damage.
Rebellion of the Soil Earth Cause one visible non-magical stone or metal object no larger than a house to disintegrate or collapse. You can collapse larger non-magical structures a piece at a time. The collapse can be destructive, inflicting 1d20 damage on all inside, or controlled so as to leave those within unharmed. Worn armor or items cannot be affected by this power.
The Lines of Rule Command You can spot the true leader in any group or social context. In addition, you may Commit Effort; a group of NPCs who are lesser foes will instinctively obey you as if you were their superior or employer. If the strangeness of this is brought to their attention by circumstances or those unaffected, they get a Spirit saving throw.

XP Log

Incident XP Gained Dominion Gained

Influence Log =

Influence Committed Type of Change Effect Specific Notes

Dominion Log

Dominion Spent Type of Change Fact Generated Specific notes Word(s) Used