settings:ageron:toth:theblackone
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===Summary=== | ===Summary=== | ||
- | The Black One is the most powerful NPC on the island of [[settings: | + | The Black One is the most powerful NPC on the island of [[settings: |
====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 maintain | + | The Black One has two primary goals: To break free of the island, |
- | ====Powers and Abilities==== | + | |
- | As a result of the Debasement, The Black One's very soul has become one with the island of Koth. He **is** the island' | + | |
- | ===Immortality=== | + | |
- | Due to his connection to the island, the Black One does not age. Additionally, | + | |
- | ===Mobility=== | + | |
- | The Black One can teleport, run at incomprehensible speeds, and can magic fly. | + | |
- | ===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, which lack his insane magical powers. However, he still maintains his ability to run at incomprehensible speeds. Additionally, | + | |
- | ====Combat==== | + | |
- | ===Initiation=== | + | |
- | //As a rule, The Black One doesn' | + | |
- | * They attempt to dominate, destory, or drastically alter Koth. | + | |
- | * They attempt to dominate, destroy, or drastically alter Toth. | + | |
- | * They attempt to purge the undead from the island. | + | |
- | * They initiate hostilities with The Black One and ignore his warnings. | + | |
- | * He feels like protecting one of his servants. | + | |
- | //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); | + | |
- | ===Fighting Style=== | + | |
- | ==Flamboyant: | + | |
- | The Black One prefers unarmed combat, in which he will typically grapple an opponent to " | + | |
- | ==Serious: For when he feels concerned or intimidated== | + | |
- | The Black One, rather than warning his opponents, initiates combat with a surprise round if possible. He'll proceed | + | |
- | * 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, otherwise take 24d6 damage.) | + | |
- | * Create up to 24 clones of himself, each armed with +4 Adamantite Maroglaves, 9 die Very Deadly weapon checks, 9 die Backstab checks, and the ability to teleport as a fifth. | + | |
====Pawns==== | ====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 to his obelisks. | + | 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 |
+ | |||
+ | 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. |