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settings:ageron:toth:theblackone [2016/06/01 16:31] – external edit 127.0.0.1settings:ageron:toth:theblackone [2016/08/20 16:13] macraesmith
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   * He feels like protecting one of his servants.   * 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.)   * They repeatedly insult him. (After a character insults him, he'll typically make a grandiose display of power to intimidate them.)
-//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=== ===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 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 minutes as their bodies process an extremely high amount of magical energy.+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 round if possible. He'll proceed  to either: 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.)   * 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.) +  * 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 +4 Adamantite Maroglaves, 9 die Very Deadly weapon checks, 9 die Backstab checks, and the ability to teleport as a fifth.+  * 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==== ====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. 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 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.+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.