Advertisement
apotheoseGrifter

Loexornisk

Feb 22nd, 2015
427
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 15.20 KB | None | 0 0
  1. https://docs.google.com/document/d/1TZpgx07OJOS7ZJl-46qqUIwiIa5Ns0JEnhTSIJqNfBU/edit?pli=1#
  2.  
  3. HP: 30/30 Shield: 5/5 Armor: 3/3
  4. EXP 1, 1/3 (154) Power 10 (Threshold 1)
  5. Init: 68 [29] = 19 (Self, Polymorph) [14] + 5 (Self, Primal Boost) + 5 (From Nox, Mind Boost)
  6. Might: 20 [15] = 15 (Self, Polymorph) [15] + 5 (Self, Primal Boost)
  7. Mana: 3
  8. ------------
  9. Elements 5
  10. -Fire: 8 again
  11. Fate 5
  12. -Knowing: 8 again
  13. Life 5
  14. Primal 5
  15. -Shifting: 8 again
  16. Arcane 5
  17. Death 3
  18. Mind 3
  19. Holy 3
  20. ------------
  21. [Causality]
  22. 1- Determinism: cast spells or channel them at 120% of normal efficiency, without needing to roll. Scales up to 150% at Causality 5.
  23. 2- Insight: Understand the purpose of anything you examine.
  24. 3- Unbending: Spells can be designed to ignore a single effect, specified on creation. Makes the process longer.
  25. ------------
  26. [Items]
  27. -Blade of the Thane (Weapon 4, Spell-breaker, Ward-breaker, Armor-piercing)
  28. -Crowned Blade (Cuts. [Nox])
  29. -Blade of Ruin (Kills.)
  30. -Staff of the Prophet (Destiny II, Curses II [Loexornisk])
  31. -Emperor's Mail (Mithril, 3/3, key to elven vaults [Loexornisk])
  32. -Shapeshifting Focus (dragon form/human form [Loexornisk])
  33. -Ring of Forewarning (Mind Ward/Time Shift: 1 second into the future)
  34. -Ring of Regeneration (Life Regeneration IV)
  35. -Ring of Extrication (Teleportation: to matching ring, 1 success, instantaneous)
  36. -Ring of the Hivemind (Improved Mindlink: with matching rings)
  37. -Ring of Swift Thought (Mind Initiative Boost V)
  38. -Ring of Swift Movement (Primal Might Boost V)
  39. [Sustained]
  40. -Fate Luck Boost (Loexornisk [group sustain])
  41. -Primal Invisibility (Loexornisk [group sustain])
  42. -7x Death Elementals
  43. -Channeling
  44. [Other Effects]
  45. -Hyperawareness (360o, Nox [self, passive, mindlinked])
  46. -Arcane Etherealness (Atlarus [group sustain])
  47. -Fate Destiny Awareness (Atlarus [passive, mindlinked], Loexornisk [passive, mindlinked], Nox [passive, mindlinked])
  48. -Arcane Enhanced Movement (Atlarus [group sustain])
  49.  
  50. Dragon's Breath- A ranged Might attack.
  51. Traits: Master Anatomist, Soulreaver, Loremaster (History/Religion/War/Magic), Strategist
  52. Common Effects:
  53. -Fate Luck Boost (Loexornisk [group sustain])
  54. -Primal Invisibility (Loexornisk [group sustain])
  55. -Fate Sensory Extension (10-100 km, Loexornisk [sustain on Maladus, mindlinked])
  56. -Primal Polymorph (Self, Human)
  57. -Primal Polymorph (Party, )
  58. -Primal/Death/Arcane Polymorph (Party, Nightmares [Might 10, Lasting Damage/Fate Damage/Anti-Magic])
  59. External Specialties: Staff of the Prophet (Fate [Destiny, Curses]), Maladus (Arcane [Unweaving, Metamagic]), Nox (Elements [Earth], Mind [Domination]), Atlarus (Arcane [Metamagic], Death [Suppression, Killing], Holy [Destruction])
  60.  
  61. access code: VHP-13LD-CR
  62.  
  63. "True Names: Maladus, Nox, Loexornisk, Valdimir, Khoraxilosz, The Necromancer, Korros, Speaks Broken Truths, Tiberius, Livia, Sandroval, Harding, Tavros."
  64.  
  65. (X) Sea Ruins- Giant-related. Krakens, Kraken Eggs, Aboleths
  66. (X) Siege
  67. Jungle Ruins
  68. Dwarves
  69. Tree
  70.  
  71. To'Kal
  72. Valantis
  73.  
  74. Progression Plan
  75. Holy 1, Death 1, Holy 2, Death 2, Life: Change, Mind 2, Mind 3, Mind 4, Mind 5, Arcane 3, Arcane 4, Arcane 5
  76. Total: 41 XP
  77. + Death 5 = 3 + 4 + 5 = 12 =
  78. + Holy 5 = 3 + 4 + 5 = 12 =
  79. + Power Words III = 2 + 4 + 6 = 12 =
  80.  
  81. Spent: 38
  82. Current Total: 41 (Group Total: 45)
  83. Total Progression = 120
  84. Total Progression + Optional Progression = 160
  85.  
  86. -sympathy: Fate 5
  87. -time manipulation?: Fate 5
  88. -sentience: Mind 5
  89. -advanced conditioning: Mind 5
  90. -hyper-awareness?: Mind 5
  91. -mirror image?: Primal 5
  92.  
  93. -immortalizing the soul: Life 5, Death 5, Arcane 5
  94. -turning my organic body into mithril/orichalchum: Life 5, Elemental 5, Arcane 5 (?), Fate 5 (?)
  95.  
  96.  
  97.  
  98. ---------------
  99.  
  100. [Name] Loexornisk.
  101. [Concept] Imperial Dragon.
  102. http://i.imgur.com/63PUVz3.jpg
  103. [Backstory] While all full-grown dragons are terrifying threats to their surrounding region in some way, Loexornisk distinguished herself amongst her fellow mighty egomaniacal reptiles upon adulthood by single-handedly conquering the largest, strongest kingdom in her territory, Akasia, and crowning herself queen. She waged war against surrounding countries while instituting various reforms and spreading nationalistic propaganda. Loexornisk built a massive empire through the ages, turning it into a fanatical, highly-efficient war machine that worshipped the now-ancient dragon as a goddess more than a queen, before a group of heroes rose up against her. Eventually defeating and imprisoning Loexornisk through trickery, the heroes freed the Akasian Empire from her tyrannical rule and put the last, lost heir of Akasia's royal bloodline on the throne.
  104. Loexornisk's "successor", however, instead of peacefully allowing each nation to regain their independence, betrayed the heroes' trust in favor of continuing what the ancient dragon started. The empire adopted the crest of a stylized silver dragon head, spread far across the continent, and lasted for several centuries of glory and militant brilliance before eventually falling to decadence and political corruption. Even today, its degenerate descendants proudly recall the glory days of the Silver Dragon Empire-- especially the now-mythologized story of its origin.
  105. [Motivations] Loexornisk, like many other dragons, desires wealth, power, knowledge, and glory. Unlike her fellow dragons, who disdain mortals as inferior beings, Loexornisk pities these poor, ignorant weaklings, destined to die like worms in the dirt. Not mages, of course, whose power and glory (almost) equal hers, but true mortals-- those short-lived fools who divided themselves when she was as many orders of magnitude more superior to them as a god was to her-- they should be shown the truth of their inferiority, she thought, and thus know each other as equals. She originally conquered Akasia with this ideal in mind-- though she certainly appreciated the power and wealth that being the sovereign of a nation grants. As she grew into her role as sovereign over Akasia, her goals shifted somewhat. She decided that mortals needed her guidance as well as the opportunity to bask in her glory, and who better to guide them than a powerful being as her? Her arrogance has diminished somewhat in her defeat, but though she has discarded her dubious measures of honor and benevolence, Loexornisk still has delusions of altruism.
  106. [Spheres] Might +3, Fate 2, Primal 2.
  107. [Specialties] Primal (Fortify Might). Fate (Time Manipulation).
  108.  
  109. ---------------
  110.  
  111. Advancement
  112.  
  113. ---------------
  114.  
  115. [Spheres]
  116. XP Cost: 3 (1 under a Master), 2, 3, 4, 5
  117.  
  118. An Arcane Sorceror manipulates eldritch powers to change magic itself, and the laws of the universe around him.
  119.  
  120. Force: Creating new forces and modifying all existing ones that the mage is aware of. Inefficient (one damage for every two successes) attack specialty.
  121. Metamagic: Modifying and mending magic itself, combining the abilities of different spheres, studying spells in detail. Ultimately, supplemanting one’s skill in lesser spheres with one’s knowledge of the Arcane.
  122. Unweaving: Disrupting, unravelling, and destroying spells; removing enchantments and dispelling. Sapping power. Counterspelling specialty.
  123. Phasing: Teleporting (by suppressing the space between the teleported object and the target), becoming ethereal, and preventing these actions through the use of wards.
  124.  
  125. Death
  126. A Death Necromancer destroys creation itself and manipulates that which is already dead for his own ends.
  127.  
  128. Unmaking: Destroying creation itself; removing all matter in the target area, slowly but surely. Attack specialty.
  129. Killing: Damaging the soul itself of the target, flaying the very essence of their being alive. Lasting attack specialty (against targets with souls; otherwise, the mage defaults to unmaking).
  130. Suppressing: Breaking down, diminishing, and sapping that which is too subtle to be unmade entirely. Counterspelling specialty.
  131. Animating: Bringing back that which is dead to a semblance of life, and controlling it. Summoning ghosts, manipulating the Soul, using flesh as a tool. Healing specialty.
  132.  
  133. Elements
  134. An Element Caller has power over all of matter and, indeed, energy; but tradition and an incomprehensible affinity to the four elements causes them to primarily change and affect these. Manipulating the basic elements requires Elements 1, and derived ones (Lightning, Metals, Thunder) Elements 3.
  135.  
  136. Earth: Moving, changing the form, and animating earth, stone, and metal. Making things heavier. Attack specialty, efficient over large areas.
  137. Fire: Creating, changing, controlling, unleashing and animating fire, lightning, and heat. Attack specialty, efficient over large areas.
  138. Water: Condensing, changing, moving, controlling and animating water, ice, and cold. Attack specialty, efficient over large areas.
  139. Air: Moving, pushing, controlling, and animating air, wind, storm, and thunder. Making things lighter. Attack specialty, efficient over large areas.
  140.  
  141. Fate
  142. A Fate Seer gazes into the past and the future with varying degrees of certainty, and affects the world’s destiny through powers over chance, time, and oaths.
  143.  
  144. Curses: Causing extremely improbable and negative things to happen to others; applying conditions to Curses (e.g. activating it only upon oathbreaking) makes them more potent.
  145. Time: Slowing down time in a specific area. Accelerating it through use of rituals. Stepping outside of it.
  146. Destiny: Gazing into the future. Seeing the infinite possibilities of tomorrow. Declaring prophecies and changing the destiny of objects and creatures.
  147. Knowing: Becoming aware of all of time’s passage and coming to know something which is happening or has already happened. Scrying into the past or the present across vast distances.
  148.  
  149. Fel
  150. A Fel Warlock uses abominable powers to destroy and corrupt, binding demons to his will and employing their strength for his own ends.
  151.  
  152. Destruction: Unleashing Felfire to reduce creation to ashes, blinding those gazing upon it with magic and destroying mana itself. Attack specialty, efficient over large areas. Counterspelling specialty (against that which the mage can see).
  153. Summoning: Calling forth a demon from hell and binding it to your cause. Note: Summoning’s mechanic is being tinkered with.
  154. Corruption: Changing something’s nature and debasing it to turn it aside from what it originally was. Amplifying chaos. Tempting men with their baser natures.
  155. Empowering: Taking on a demon’s aspect and strength, growing more physically formidable and gaining dreaded characteristics.
  156.  
  157. Holy
  158. A Holy Champion employs powers of purity and order to maintain the world as it is, whether for good or ill.
  159.  
  160. Destruction: Unleashing Pureflame to reduce creation to ashes, blinding those gazing upon it with magic and destroying mana itself. Attack specialty, efficient over large areas. Counterspelling specialty (against that which the mage can see).
  161. Summoning: Calling forth an angel from the heavens and binding it to your cause. Note: Summoning’s mechanic is being tinkered with.
  162. Restoration: Returning something’s nature to its original form and purpose. Diminishing chaos. Encouraging men with their higher ideals. Inefficient (one healing for two successes) healing specialty.
  163. Empowering: Taking on an angel’s aspect and strength, growing more physically formidable and gaining divine characteristics.
  164.  
  165. Life
  166. A Life Druid can create and change life itself as well as, for the most skilled, matter and abstract forces; he can heal and manipulate all living things.
  167.  
  168. Making: Creating new life and matter from nothing at all; causing things to grow and adding power to that which lacks it.
  169. Healing: Closing wounds, healing sicknesses, bringing back to life those who died a short time ago. Potent (overcomes lasting damage) regenerative (can grant passive regeneration) healing specialty.
  170. Change: Causing life to change from one form into another; animating that which is still and immobilizing that which moves. Transmuting one thing into another.
  171. Manipulation: Moving living matter itself, and changing its shape. Using it as a weapon. Forcing one to move against his will. Situational attack specialty.
  172.  
  173. Mind
  174. A Mind Psion can change his own mind and that of others, mending and breaking them, and can become an intellectual force far beyond the comprehension of mere men.
  175.  
  176. Domination: Imposing one’s will upon another; changing the workings of a foreign mind through force; stealing memories and knowledge.
  177. Assault: Damaging another mind through attacks upon its very foundations, ultimately rendering their body unable to function. Attack specialty (against things with minds).
  178. Enhancement: Improving any mind and making it vastly faster and greater, capable of perceiving the invisible and of deducing the impossible.
  179. Communion: Creating links between minds and allowing them to cooperate and share knowledge beyond that which seems possible.
  180.  
  181. Primal
  182. A Primal Shaman affects concepts, holding power over the spirits that represent them, the way they are perceived, and their very form.
  183.  
  184. Shifting: Turning something’s shape into another entirely different one. Strengthening the form of a being. Regenerative (can grant passive regeneration) healing specialty.
  185. Spirits: Sensing, speaking to, and affecting the spirits that reflect the concepts, forms and ideas of the world.
  186. Illusions: Changing that which is seen, that which is sensed. Making one thing look like another.
  187. Perception: Changing how something is seen or sensed; affecting the emotions of others regarding things or concepts. Making men think as beasts (or Beasts) and beasts think as men.
  188.  
  189. [Magical Disciplines]
  190. XP Cost: 2, 4, 6
  191. Disciplines have three levels of mastery. Their effects are relatively specialized, but can be applied to any sphere.
  192.  
  193. Planeswalking
  194. The ability to create passages between plane, and, eventually, to go from anywhere in a plane to anywhere else in another. The ability to exist in two planes at once, or to have a form that belongs to one plane but is placed in another.
  195.  
  196. Enchanting
  197. The ability to imbue a spell into permanence and to shape it inside an object, affecting its properties and abilities. Ultimately, the power to create artifacts, magic items which defy expectations and hold incredible power in their respective area.
  198.  
  199. Power Words
  200. The ability to issue a command to the universe, forcing it to obey your will before it acknowledges its own laws. Power Words are cast by stating them, and automatically have an amount of successes equal to the user’s Power + Power Word level. Power Words can be attacked, or contested automatically once per turn in a Clash of Wills, in which both users roll Power (the victim first), with the Power Word level determining the amount of exploding dice (10 again on PW 1, 9 again on PW 2, 8 again on PW3), until one of them matches the successes of the original Word. The loser takes one point of lasting damage. Losing a Power Word through another fashion also causes one point of lasting damage to the caster.
  201.  
  202. [Specialties]
  203. 2 XP for 9 again, 2 more XP for 8 again.
  204.  
  205. Arcane: Force, Metamagic, Unweaving, Phasing
  206. Death: Unmaking, Killing, Suppressing, Animating
  207. Elements: Earth, Fire, Water, Air
  208. Fate: Curses, Time, Destiny, Knowing
  209. Fel: Destruction, Summoning, Corruption, Empowering
  210. Holy: Destruction, Summoning, Restoration, Empowering
  211. Life: Making, Healing, Change, Manipulation
  212. Mind: Domination, Assault, Enhancement, Communion
  213. Primal: Shifting, Spirits, Illusions, Perception
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement