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settings:ageron:toth:theblackone [2016/04/29 01:07] macraesmithsettings:ageron:toth:theblackone [2016/08/20 16:13] macraesmith
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-=====The Black One, Tyrant of Koth=====+=====The Black One, Embodiment of Koth=====
 //__Note__: Almost all of the information on this page is to be used strictly for GM-ing purposes; virtually no characters should have knowledge about this in-game. Additionally, I'm going to have to make a lot of tweaks to this character over time, as his primary function is to serve as the island's "plot guardian", and he has history that is deeply tied to how the island functions as a whole. Please bear with me as I flesh out the lore. //__Note__: Almost all of the information on this page is to be used strictly for GM-ing purposes; virtually no characters should have knowledge about this in-game. Additionally, I'm going to have to make a lot of tweaks to this character over time, as his primary function is to serve as the island's "plot guardian", and he has history that is deeply tied to how the island functions as a whole. Please bear with me as I flesh out the lore.
  
 -Mac// -Mac//
 ===Summary=== ===Summary===
-The Black One is the most powerful NPC on the island of [[settings:ageron:koth|Koth]], and secretly bullies the government of [[settings:ageron:toth|Toth]] into doing his bidding.+The Black One is the most powerful NPC on the island of [[settings:ageron:koth|Koth]], and secretly bullies the rulers of [[settings:ageron:toth|Toth]] into doing his bidding.
 ====History==== ====History====
 The Black One planned, in secret, a dark, chaotic ritual that would transform him into a god. However the ritual went wrong, tainting the island with necromantic energy and permanently warping the island’s latent magic. The Black One ascended to his current state, in which he is one of the most powerful hirudo to have ever existed. However, as a result of the ritual, he is bound to the island, and has little power, outside from creating basic physical manifestations of himself. The Black One planned, in secret, a dark, chaotic ritual that would transform him into a god. However the ritual went wrong, tainting the island with necromantic energy and permanently warping the island’s latent magic. The Black One ascended to his current state, in which he is one of the most powerful hirudo to have ever existed. However, as a result of the ritual, he is bound to the island, and has little power, outside from creating basic physical manifestations of himself.
  
 ====Motives==== ====Motives====
-The Black One has three primary goals as of now: To break free from the island, to maintaining his incredible power, and to ascend to godhood. To do so, he's been hoarding powerful relics and absorbing the minds and souls of various beings for centuries. He is extremely dangerous, and will almost certainly obliterate any adventurers who attempt to destroy his city or tampers with the magical beacons on the island.+The Black One has three primary goals as of now: To break free from the island, to maintain his incredible power, and to ascend to godhood. To do so, he's been hoarding powerful relics and absorbing the minds and souls of various beings for centuries. He is extremely dangerous, and will almost certainly obliterate any adventurers who attempt to destroy his city or tampers with the magical beacons on the island.
 ====Powers and Abilities==== ====Powers and Abilities====
-As a result of the Debasement, The Black One is the most powerful character on all of Koth. As such, he has the following powers and abilities. +As a result of the Debasement, The Black One's very soul has become one with the island of KothHe **is** the island's latent magical energyand as suchcan make fantastic displays of power.
-===Stats=== +
-As a being of pure magic, the Black one does not have "stats" in the traditional sense. +
-===Mobility=== +
-The Black One can magically fly, and can teleport to any location on the island at will; teleporting does not cost The Black One an "action"+
-===Magic=== +
-The Black One's magical powers are... weird. As a result of the Debasement, he's managed to combine hirudo and necromantic magics into a twisted duo, allowing him greater power than would normally be allowedAs such, he can: +
-  Induce small changes in the flow of time +
-  Raise powerful undead servants +
-  Attempt to dominate the undead, shadows, and constructs (does not apply to "free" entities) +
-  Create temporary physical copies of himself +
-  * Control the earth +
-  * Manipulate shadows into physical shapes +
-  * Alter the magical energies of sufficiently weak creatures +
-  * Absorb magical energy and power from creatures +
-===Durability=== +
-The Black One is a fairly difficult character to hit, as he is not only extremely mobilebut also directly shields himself with his magical power, granting a huge buff to his DVs. He is constantly shielded by the spell "Umbrasollico", which sprotects him from magical effects that specifically target the undead and hirudos.+
 ===Immortality=== ===Immortality===
-Due to his connection to the island, the Black One does not age. Additionally, whenever his body is destroyedhe will respawn in exactly 16 rounds.+Due to his connection to the island, the Black One does not age. Additionally, he does not have a traditional "body" to destroy. 
 +===Mobility=== 
 +The Black One can teleportrun at incomprehensible speeds, and can magic fly
 ===Limitations=== ===Limitations===
-Because The Black One's power is directly tied to Koth, he is bound to the island, and can only create physical manifestations of himself, without his divine magic, elemental magic, durability, or godlike stats. However, he still maintains his ability to run at incomprehensible speeds. Additionally, he is extremely arrogant, and will often fight in a more flamboyant manner than an efficient one.+Because The Black One's power is directly tied to Koth, he is bound to the island, and can only create physical manifestations of himself, which lack his insane magical powers. However, he still maintains his ability to run at incomprehensible speeds. Additionally, he is extremely arrogant, and will often fight in a more flamboyant manner than an efficient one.
 ====Combat==== ====Combat====
 ===Initiation=== ===Initiation===
-//As a rule, The Black One doesn't really care enough about most events that take place on Koth to interfere; he will not attack a character unless:// +//As a rule, The Black One doesn't really care enough about most events to interfere; he will not attack a character unless:// 
-  * They attempt to dominate, destory, or drastically alter Koth. +  * They attempt to dominate, destory, or drastically alter Koth. (Slaying monsters, building homes, and doing other things that are considered "normal" won't lead to conflict.) 
-  * They attempt to dominate, destroy, or drastically alter Toth.+  * They attempt to dominate, destroy, or drastically alter Toth. (Establishing businesses and changing the city layout is fine.)
   * They attempt to purge the undead from the island.   * They attempt to purge the undead from the island.
   * They initiate hostilities with The Black One and ignore his warnings.   * They initiate hostilities with The Black One and ignore his warnings.
-//If the party attempts to kill The Black One, he'll calmly give them a warning, and will proceed to stare down the offender(s); they have to make a 6 die power check, otherwise they will begin to have a seizure, which will last 1d4 hoursIf they continue hostile activities, he will retaliate.//+  * He feels like protecting one of his servants. 
 +  * They repeatedly insult him. (After a character insults him, he'll typically make a grandiose display of power to intimidate them.
 ===Fighting Style=== ===Fighting Style===
 ==Flamboyant: For when he's trying to show off== ==Flamboyant: For when he's trying to show off==
-The Black One prefers unarmed combat, in which he will typically grapple an opponent to "feed" off of them with a rank 12 Encure, which will allow him to heal 12d6; this will take a single round. After feeding, the victim will have to make an 8 die power check. If they fail, they will be filled with necromantic energy, and The Black One will hurl them at his enemies, causing them to explode for a d6 for every point of power they have, within a 5 ft per point of power radius. This explosion does not harm the caster. If the victim makes the power check, they are knocked unconscious for 1d8 minutes, as they are exhausted from having their life essence drained, and feel tired until their next rest period.+The Black One prefers unarmed combat, in which he will typically grapple an opponent to "feed" off of them with a rank 12 Encure to drain their units; this will take a single round. After feeding, the victim will have to make an 8 die power check. If they fail, they will be filled with necromantic energy, and The Black One will hurl them at his enemies, causing them to explode for a d6 for every point of power they have, within a 5 ft per point of power radius. If the victim makes the check, they are knocked unconscious for 1d8 hours as their bodies process an extremely high amount of magical energy.
 ==Serious: For when he feels concerned or intimidated== ==Serious: For when he feels concerned or intimidated==
-The Black One, rather than warning his opponents, initiates combat with a surprise attack if possible.+The Black One, rather than warning his opponents, initiates combat with a surprise round if possible. He'll proceed  to either: 
 +  * Crush his enemies using earth magics. (i.e. Throw a mountain on top of them, open up a bottomless pit beneath them, or cast two dozen copies of Cone of Spikes.) 
 +  * Nuke the foe with a large ball, wave, cone, etc. of pure magical energy. (6 die power check or be instantly vaporized, take 24d6 pure damage if you make the check.) 
 +  * Create up to 24 clones of himself, each armed with d20 precision weapons, 9 die Very Deadly weapon checks, 9 die Backstab checks, and the ability to teleport as a fifth. 
 +====Pawns==== 
 +If an adventurer moves through one of the Black One's obelisks and fails a 6 die power check, they become branded with his mark. The Black One will force the adventurer to bring powerful enemies and creatures (both dead and alive) to the obelisk. After delivery of the tribute, A pool of dark, purple energy will form beneath the body, and they will slowly sink into the pool, never to be seen again. 
 + 
 +The pawn must bring an enemy that is at least rate 50 (both dead and alive will suffice) to an obelisk at least once during each Jaernian year, otherwise they will have to start making a Will check. The check starts at one die, and increases by a die every other week. Failing to resist the check will mean that the adventurer is being mind controlled by the Black One, and is too busy collecting tributes to the Black One to go on an adventure.