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settings:ageron:toth:theblackone [2016/04/29 14:21] macraesmithsettings:ageron:toth:theblackone [2017/08/25 10:54] 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. AdditionallyI'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 wholePlease bear with me as I flesh out the lore. +//__Note__: This entire page should be used almost entirely for GMsand is not public knowledge that any PCs should know without thorough investigative work.//
- +
--Mac//+
 ===Summary=== ===Summary===
-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.+The Black One is the most powerful NPC on the island of [[settings:ageron:koth|Koth]], and secretly bullies or bribes 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.
 +
 +In the Jaernain year 10059, an adventurer by the name of Hooded Man told the Necromancers that The Black One was protecting them; this caused him to be worshipped as a minor deity. The other gods do not currently view him as a significant enough threat to deal with him.
  
 ====Motives==== ====Motives====
-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. +The Black One has two primary goals: To break free of the island, and to expand his influence. 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==== + 
-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. +====Pawns==== 
-===Stats=== +If an adventurer moves through one of the Black One's obelisks and fails 6 die power checkthey become branded with his mark. The Black One will force the adventurer to bring powerful enemies and creatures (both dead and alive) to the obeliskAfter delivery of the tributeA pool of darkpurple energy will form beneath the body, and they will slowly sink into the poolnever to be seen again
-As being of pure magicthe Black one does not have "stats" in the traditional sense. + 
-===Mobility=== +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 Will check. The check starts at one dieand increases by die every other weekFailing 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.
-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 allowed. As 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 mobile, but 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=== +
-Due to his connection to the islandthe Black One does not age. Additionallywhenever his body is destroyed, he will respawn in exactly 16 rounds. +
-===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. +
-====Combat==== +
-===Initiation=== +
-//As a ruleThe 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, 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); they have to make a 6 die power check, otherwise they will begin to have a seizure, which will last 1d4 hours. If they continue hostile activities, he will retaliate.// +
-===Fighting Style=== +
-==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 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 enemiescausing them to explode for d6 for every point of power they have, within a 5 ft per point of power radiusThis 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. +
-==Serious: For when he feels concerned or intimidated== +
-The Black One, rather than warning his opponents, initiates combat with a surprise attack if possible.+