Adrios and Malady lock: Difference between pages

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__NOTOC__
Constructed specifically to combat the necromantic disease known as the [[Malady]], the ''malady lock'' calls upon arcane and divine energy, as well as a little blood magic, to contain the disease. Creation of the lock predates written history, likely occurring during the time when the Galchutt actively roamed Praemal. The lock, on a box containing the disease, was placed in the Banewarrens by Danar Rotansin prior to his becoming the Dread One. The lock was briefly opened during Eslathagos Malkith's emergence, but the disease soon caused problems within the Dread One's own ranks, and the issue of control of the lock so divided his lieutenants that it became simpler to lock the disease back up again.
{| border="0" cellpadding="0" cellspacing="0" align="right" width="225" class="statsText"
|-
|'''Name:'''||Adrios
|-
|'''Gender:'''||Male
|-
|'''Birthdate:'''||8 Descending Water 740
|-
|'''Height:'''||172 cm
|-
|'''Weight:'''||84 kg
|-
|'''Eye Color:'''||Brown
|-
|'''Hair Color:'''||Black
|-
|'''Skin Color:'''||Dark
|-
|'''Caste:'''||Night
|-
|'''Nature:'''||Caregiver
|-
|colspan="2" style="vertical-align: top"|'''Attributes'''
|-
|Appearance: ||{{Dots|4}}
|-
|Charisma: ||{{Dots|1}}
|-
|Dexterity: ||{{Dots|5}}
|-
|Intelligence: ||{{Dots|3}}
|-
|Manipulation: ||{{Dots|2}}
|-
|Perception: ||{{Dots|4}}
|-
|Stamina: ||{{Dots|2}}
|-
|Strength: ||{{Dots|4}}
|-
|Wits: ||{{Dots|4}}
|-
|Compassion: ||{{Dots|1}}
|-
|Conviction: ||{{Dots|2}}
|-
|Temperance: ||{{Dots|3}}
|-
|Valor: ||{{Dots|3}}
|-
|Willpower: ||{{Dots|7}}
|-
|Essence: ||{{Dots|5}}
|-
|Limit:||3
|-
|
|-
|colspan="2" style="vertical-align: top"|'''Abilities'''
|-
|''Archery'': ||{{Dots|5}}
|-
|  Ambush||+2
|-
|''Athletics'': ||{{Dots|3}}
|-
|''Awareness'': ||{{Dots|3}}
|-
|Craft: ||{{Dots|3}}
|-
|  Water||+0
|-
|''Dodge'': ||{{Dots|5}}
|-
|  Ranged||+1
|-
|''Endurance'': ||{{Dots|2}}
|-
|''Investigation'': ||{{Dots|1}}
|-
|''Larceny'': ||{{Dots|2}}
|-
|Linguistics: ||{{Dots|1}}
|-
|Lore: ||{{Dots|4}}
|-
|Medicine: ||{{Dots|2}}
|-
|''Melee'': ||{{Dots|2}}
|-
|Occult: ||{{Dots|5}}
|-
|''Resistance'': ||{{Dots|1}}
|-
|''Stealth'': ||{{Dots|4}}
|-
|Survival: ||{{Dots|2}}
|-
|Thrown: ||{{Dots|2}}
|-
|'''Languages''':||Riverspeak, Old Realm
|-
|colspan="2" style="vertical-align: top"|'''Backgrounds'''
|-
|Artifact:||{{Dots|3}}
|-
|Manse:||{{Dots|1}}
|-
|Mentor:||{{Dots|1}}
|-
|Resources:||{{Dots|2}}
|-
|colspan="2" style="vertical-align: top"|'''Charms'''<br>Arrow Storm Technique<br>Dazzling Flare Attack<br>Fiery Arrow Attack<br>Immaculate Golden Bow<br>Phantom Arrow Technique<br>Rain of Feathered Death<br>Trance of Unhesitating Speed<br>Wise Arrow<br>Heaven Weeps Fire<br>Flow Like Blood<br>Leaping Dodge Method<br>Reed in the Wind<br>Reflex Sidestep Technique<br>Seven Shadow Evasion<br>Shadow Over Water<br>Ox-Body Technique<br>Ten Magistrate Eyes<br>Flawless Pickpocketing Technique<br>Integrity-Protecting Prana<br>Chaos-Repelling Pattern<br>Body-Mending Meditation<br>Grievous Injury Recovery Method<br>Spirit-Detecting Glance<br>Blurred Form Style<br>Easily Overlooked Presence Method<br>Invisible Statue Spirit<br>Sound and Scent Banishing Attitude
|-
|}


==Personality==
The ''lock'' is a unique, intricately detailed lead lock, divided into two large sections, one intended to be built into the top of a chest or cases, the other meant be mounted in the container below, aligned to receive the top part. When fit into any normal chest, crate, box or case built to hold it, it renders the container virtually indestructible. It also allows an attuned owner to control and, ultimately, contain the Malady.


Introverted
To attune to the box, the user must meet the following requirements:


==Appearance==
* They must be in physical contact with the box.
* They must be capable of casting both arcane and divine spells.
* They must have been infected with the Malady at some point since the sun last rose (though they need not be infected at present).


Antoine Sartain (Isaiah Washington) in ''Hollywood Homicide''.
An attuned user can voluntarily place a good deal of their own blood into the box (3d6 damage) to issue one command to the lock. Multiple commands may be delivered each day, but each must be paid for in blood. The disease responds to the following commands:


==History==
* "Rest" causes all infected with the Malady to become non-contagious until the sun next rises. This command may be issued any time.
* "Stop" makes the Malady very vulnerable to disease curing magic. If a ''remove disease'' is cast on someone infected with the Malady, all others infected with the Malady within 100' of the casting are also cured. This command may be issued any time.
* "Spread" invigorates the Malady, increasing the Save DC needed to resist it by +4 until the sun next rises. This cannot be issued in the same period as "Rest".
* "Reveal" allows the attuned user to instantly know the location of every being infected with the Malady until the sun next rises. This command may be issued any time.
* "Look" allows the attuned user to instantly see through the eyes of any being infected with the Malady he or she is aware of (including knowledge gained from a "Reveal") for the next 10 minutes. This command may be issued at any time.
* "Shelter" commands the Malady to return to the box on which the ''malady lock'' is mounted. This command can only be issued if less than 100 beings are infected. Any that remain must make a Fort save (DC 15) or die instantly, as the Malady kills them out of spite.


Adrios exalted fairly young and, though he tried to hide is new nature, was soon brought before the [[Tri-Kahn]] of [[Chiaroscuro]]. Offered a choice between exile and service to the Tri-Kahn, Adrios chose service. For years, the Tri-Kahn secretly used Adrios as an assassin, most recently to eliminate dragon-blooded within the city. He grew to hate these tasks and most everything else about the Tri-Kahn. The only bright spot during this time was [[Toness]], the mother of one of the Tri-Kahn&rsquo;s wives. She acted as a mentor to him, and was generally one of the few people to treat him with kindness.
[[Category:Magic Item]] [[campaign::Dissolution| ]] [[system::Pathfinder| ]]
 
Toness&rsquo; philosophy was that people should do kind things for others when they could. Adrios tried to embrace this ideal and, though he often succeeded, it was directly at odds with his role as court assassin. This continued to gnaw at Adrios as he got older, and eventually became unbearable.
 
At this point, the Tri-Kahn tasked him with trailing a dragon-blooded who was leaving the city and killing him in the wilderness. Adrios walked after the target and did kill him but, afterwards, just kept walking. He is fairly sure that the Tri-Kahn has since sent people after him, but does not care, though he misses Toness.
 
Like all things, he eventually reached Nexus, where he made his living as a thief for a time, though he generally gave away most of what he stole. He also met [[Vravanu Koya]], the daughter of a well-to-do merchant and they began seeing each other in secret.
 
One night, a particularly ambitious cat burglary went awry and Adrios escaped by the skin of his teeth and only then by burning quite a bit of essence. A glimpse of his anima happened to be caught in passing by [[Yrminias]], who spent the next few weeks searching for Adrios.
 
During these few weeks, Vravanu was abducted and held for ransom. Adrios took it upon himself to rescue her, but ended up being overpowered by two dozen guards. Fortunately, Yrminias had found him by then, and was tailing him. Seeing his capture, she went in to rescue him. Yrminias and Adrios escaped, but during the battle, Vravanu was fatally wounded, dying a few days later.
 
Adrios was wracked with guilt, but Yrminias soothed him and convinced him to follow her. He swore allegiance to her and they left Nexus. After several days journey, the pair met [[Righteous Glimmer]]. Yrminas and Glimmer hit it off right away and, despite Adrios&rsquo; misgivings about Glimmer, Yrminas asked Glimmer swear allegiance to her, promising him power in return. Soon after this bargain was made, Yrminas began to feel a pull to the south.
 
Together, they uncovered a small demesne in the jungle. Lacking the knowledge of how to tap this demesne, they attuned to it, but have otherwise ignored it. As the journey has progressed, Adrios began to question whether he likes his companions or not. Righteous Glimmer always made him uncomfortable, but he began to realize how insane he actually was. Once he was dead and the circle defeated he and Yrminias, he took the offer the circle gave him to stay with them, pleased that they bargained with Yrminias to release him from his oath.
 
When the circle decided to leave the manse, Arios was happy to stay behind.
 
==Goals==
 
Adrios would really like to live in a world that would just leave him alone. He knows this isn't possible, though. At this point, he is really just trying to find his place in the universe.
 
Mechanically, he also has a [[Adrios_Plan|plan]].
 
==Experience==
 
{| border="0" cellpadding="0" cellspacing="0"
|-
! Improvement !! style="padding-right: 3px" | Cost !! style="padding-right: 3px" | Spent !! style="padding-right: 7px" | Time !! style="padding-right: 7px" | Instructor !! Location
|-
|prior to tracking|| style="text-align: center" |84|| style="text-align: center" |84|| style="text-align: right; padding-right: 7px" |0 hours|| style="padding-right: 7px" |?||?
|-
|Archery to 5|| style="text-align: center" |7|| style="text-align: center" |91|| style="text-align: right; padding-right: 7px" |0 hours|| style="padding-right: 7px" |self||Manse
|-
|Dodge to 4|| style="text-align: center" |5|| style="text-align: center" |96|| style="text-align: right; padding-right: 7px" |0 hours|| style="padding-right: 7px" |self||Manse
|-
|Dodge to 5|| style="text-align: center" |7|| style="text-align: center" |103|| style="text-align: right; padding-right: 7px" |0 hours|| style="padding-right: 7px" |self||Manse
|-
|Medicine to 2|| style="text-align: center" |2|| style="text-align: center" |105|| style="text-align: right; padding-right: 7px" |48 hours|| style="padding-right: 7px" |self||Manse
|-
|Survival to 1|| style="text-align: center" |3|| style="text-align: center" |108|| style="text-align: right; padding-right: 7px" |144 hours|| style="padding-right: 7px" |self||Manse
|-
|Survival to 2|| style="text-align: center" |2|| style="text-align: center" |110|| style="text-align: right; padding-right: 7px" |48 hours|| style="padding-right: 7px" |self||Manse
|-
|Lore to 1|| style="text-align: center" |3|| style="text-align: center" |113|| style="text-align: right; padding-right: 7px" |144 hours|| style="padding-right: 7px" |self||Manse
|-
|Lore to 2|| style="text-align: center" |2|| style="text-align: center" |115|| style="text-align: right; padding-right: 7px" |48 hours|| style="padding-right: 7px" |self||Manse
|-
|Lore to 3|| style="text-align: center" |4|| style="text-align: center" |119|| style="text-align: right; padding-right: 7px" |96 hours|| style="padding-right: 7px" |Adrios||Manse
|-
|Linguistics to 1|| style="text-align: center" |3|| style="text-align: center" |122|| style="text-align: right; padding-right: 7px" |144 hours|| style="padding-right: 7px" |self||Manse
|-
|Occult to 1|| style="text-align: center" |3|| style="text-align: center" |125|| style="text-align: right; padding-right: 7px" |144 hours|| style="padding-right: 7px" |self||Manse
|-
|Dodge speciality|| style="text-align: center" |3|| style="text-align: center" |128|| style="text-align: right; padding-right: 7px" |144 hours|| style="padding-right: 7px" |self||Manse
|-
|Reed in the Wind|| style="text-align: center" |10|| style="text-align: center" |138|| style="text-align: right; padding-right: 7px" |32 hours|| style="padding-right: 7px" |self||Manse
|-
|Reflex Sidestep Technique|| style="text-align: center" |10|| style="text-align: center" |148|| style="text-align: right; padding-right: 7px" |48 hours|| style="padding-right: 7px" |self||Manse
|-
|Shadow Over Water|| style="text-align: center" |10|| style="text-align: center" |158|| style="text-align: right; padding-right: 7px" |48 hours|| style="padding-right: 7px" |self||Manse
|-
|Seven Shadow Evasion|| style="text-align: center" |10|| style="text-align: center" |168|| style="text-align: right; padding-right: 7px" |80 hours|| style="padding-right: 7px" |self||Manse
|-
|Flow Like Blood|| style="text-align: center" |10|| style="text-align: center" |178|| style="text-align: right; padding-right: 7px" |80 hours|| style="padding-right: 7px" |self||Manse
|-
|Leaping Dodge Method|| style="text-align: center" |10|| style="text-align: center" |188|| style="text-align: right; padding-right: 7px" |48 hours|| style="padding-right: 7px" |self||Manse
|-
|Essence to 4|| style="text-align: center" |24|| style="text-align: center" |212|| style="text-align: right; padding-right: 7px" |576 hours|| style="padding-right: 7px" |self||
|-
|Willpower to 7|| style="text-align: center" |12|| style="text-align: center" |224|| style="text-align: right; padding-right: 7px" |0 hours|| style="padding-right: 7px" |self||
|-
|Grevious Injury Recovery Method|| style="text-align: center" |10|| style="text-align: center" |234|| style="text-align: right; padding-right: 7px" |64 hours|| style="padding-right: 7px" |self||
|-
|Heaven Weeps Fire|| style="text-align: center" |16|| style="text-align: center" |250|| style="text-align: right; padding-right: 7px" |336 hours|| style="padding-right: 7px" |self||Manse
|-
|Spirit-Detecting Glance|| style="text-align: center" |10|| style="text-align: center" |260|| style="text-align: right; padding-right: 7px" |32 hours|| style="padding-right: 7px" |self||
|-
|Occult to 2|| style="text-align: center" |2|| style="text-align: center" |262|| style="text-align: right; padding-right: 7px" |48 hours|| style="padding-right: 7px" |Jorias||Kinaniz
|-
|Occult to 3|| style="text-align: center" |4|| style="text-align: center" |266|| style="text-align: right; padding-right: 7px" |96 hours|| style="padding-right: 7px" |Jorias||Kinaniz
|-
|Occult to 4|| style="text-align: center" |6|| style="text-align: center" |272|| style="text-align: right; padding-right: 7px" |144 hours|| style="padding-right: 7px" |Jorias||Kinaniz
|-
|Essence to 5|| style="text-align: center" |32|| style="text-align: center" |304|| style="text-align: right; padding-right: 7px" |768 hours|| style="padding-right: 7px" |self||Yu-Shan
|-
|Occult to 5|| style="text-align: center" |8|| style="text-align: center" |312|| style="text-align: right; padding-right: 7px" |192 hours|| style="padding-right: 7px" |Jorias||Kinaniz
|-
|Craft to 1|| style="text-align: center" |3|| style="text-align: center" |315|| style="text-align: right; padding-right: 7px" |144 hours|| style="padding-right: 7px" |D'rasa||Yu-Shan
|-
|Craft to 2|| style="text-align: center" |2|| style="text-align: center" |317|| style="text-align: right; padding-right: 7px" |48 hours|| style="padding-right: 7px" |D'rasa||Yu-Shan
|-
|Craft to 3|| style="text-align: center" |4|| style="text-align: center" |321|| style="text-align: right; padding-right: 7px" |96 hours|| style="padding-right: 7px" |D'rasa||Yu-Shan
|-
|Lore to 4|| style="text-align: center" |3|| style="text-align: center" |324|| style="text-align: right; padding-right: 7px" |144 hours|| style="padding-right: 7px" |D'rasa||Yu-Shan
|-
|}
 
==Data==
 
*[[Media:adrios.pdf|Character sheet]]
*[[Media:adrios.xml|Raw data]]
 
==Items of Note==
 
 
[[Category:Forgotten Suns]]
[[Category:GPC]]

Revision as of 20:32, 15 March 2011

Constructed specifically to combat the necromantic disease known as the Malady, the malady lock calls upon arcane and divine energy, as well as a little blood magic, to contain the disease. Creation of the lock predates written history, likely occurring during the time when the Galchutt actively roamed Praemal. The lock, on a box containing the disease, was placed in the Banewarrens by Danar Rotansin prior to his becoming the Dread One. The lock was briefly opened during Eslathagos Malkith's emergence, but the disease soon caused problems within the Dread One's own ranks, and the issue of control of the lock so divided his lieutenants that it became simpler to lock the disease back up again.

The lock is a unique, intricately detailed lead lock, divided into two large sections, one intended to be built into the top of a chest or cases, the other meant be mounted in the container below, aligned to receive the top part. When fit into any normal chest, crate, box or case built to hold it, it renders the container virtually indestructible. It also allows an attuned owner to control and, ultimately, contain the Malady.

To attune to the box, the user must meet the following requirements:

  • They must be in physical contact with the box.
  • They must be capable of casting both arcane and divine spells.
  • They must have been infected with the Malady at some point since the sun last rose (though they need not be infected at present).

An attuned user can voluntarily place a good deal of their own blood into the box (3d6 damage) to issue one command to the lock. Multiple commands may be delivered each day, but each must be paid for in blood. The disease responds to the following commands:

  • "Rest" causes all infected with the Malady to become non-contagious until the sun next rises. This command may be issued any time.
  • "Stop" makes the Malady very vulnerable to disease curing magic. If a remove disease is cast on someone infected with the Malady, all others infected with the Malady within 100' of the casting are also cured. This command may be issued any time.
  • "Spread" invigorates the Malady, increasing the Save DC needed to resist it by +4 until the sun next rises. This cannot be issued in the same period as "Rest".
  • "Reveal" allows the attuned user to instantly know the location of every being infected with the Malady until the sun next rises. This command may be issued any time.
  • "Look" allows the attuned user to instantly see through the eyes of any being infected with the Malady he or she is aware of (including knowledge gained from a "Reveal") for the next 10 minutes. This command may be issued at any time.
  • "Shelter" commands the Malady to return to the box on which the malady lock is mounted. This command can only be issued if less than 100 beings are infected. Any that remain must make a Fort save (DC 15) or die instantly, as the Malady kills them out of spite.