Regret of the Sun and Malady lock: Difference between pages

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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:'''||Regret of the Sun
|-
|'''Gender:'''||Male
|-
|'''Birthdate:'''||1 Descending Water 742
|-
|'''Height:'''||185 cm
|-
|'''Weight:'''||86 kg
|-
|'''Eye Color:'''||Pale green
|-
|'''Hair Color:'''||Black
|-
|'''Skin Color:'''||White
|-
|'''Caste:'''||Day
|-
|'''Nature:'''||Survivor
|-
|colspan="2" style="vertical-align: top"|'''Attributes'''
|-
|Appearance: ||{{Dots|4}}
|-
|Charisma: ||{{Dots|2}}
|-
|Dexterity: ||{{Dots|4}}
|-
|Intelligence: ||{{Dots|3}}
|-
|Manipulation: ||{{Dots|3}}
|-
|Perception: ||{{Dots|3}}
|-
|Stamina: ||{{Dots|2}}
|-
|Strength: ||{{Dots|3}}
|-
|Wits: ||{{Dots|5}}
|-
|Compassion: ||{{Dots|3}}
|-
|Conviction: ||{{Dots|3}}
|-
|Temperance: ||{{Dots|2}}
|-
|Valor: ||{{Dots|3}}
|-
|Willpower: ||{{Dots|6}}
|-
|Essence: ||{{Dots|4}}Resonance:||0
|-
|
|-
|colspan="2" style="vertical-align: top"|'''Abilities'''
|-
|''Awareness'': ||{{Dots|4}}
|-
|''Bureaucracy'': ||{{Dots|2}}
|-
|''Dodge'': ||{{Dots|5}}
|-
|Endurance: ||{{Dots|2}}
|-
|''Investigation'': ||{{Dots|4}}
|-
|''Larceny'': ||{{Dots|4}}
|-
|Linguistics: ||{{Dots|1}}
|-
|Lore: ||{{Dots|1}}
|-
|''Martial Arts'': ||{{Dots|5}}
|-
|Medicine: ||{{Dots|1}}
|-
|Melee: ||{{Dots|3}}
|-
|''Presence'': ||{{Dots|3}}
|-
|''Stealth'': ||{{Dots|4}}
|-
|Survival: ||{{Dots|1}}
|-
|''Thrown'': ||{{Dots|5}}
|-
|'''Languages''':||Riverspeak, Old Realm
|-
|colspan="2" style="vertical-align: top"|'''Backgrounds'''
|-
|Artifact:||{{Dots|1}}
|-
|Resources:||{{Dots|2}}
|-
|Whispers:||{{Dots|2}}
|-
|colspan="2" style="vertical-align: top"|'''Charms'''<br>Fivefold Sensory Exercise<br>Sense-Eroding Gesture<br>Corruption-Sensing Scrutiny<br>Flitting Shadow Form<br>Fivefold Shadow Form<br>Uncanny Impulse Evasion<br>Flickering Wisp Technique<br>Incomparable Phantom Form<br>Ox-Body Technique<br>Deception-Piercing Stare<br>Unsurpassed Interrogation Method<br>Excellent Inquisitor Attitude<br>Cunning Criminal Style<br>Evidence-Erasing Method<br>Theft of Face<br>Flesh-Mending Discipline<br>Furious Blade<br>Slashing Ghost Talon<br>Iron Sheath Posture<br>Hydraulic Body Configuration<br>Vibrating Hammer Palm<br>Pertinacious Automaton Form<br>Automated Defense Adjustment<br>Merciless Iron Assault<br>Perforating Piston Offensive<br>Reactive Armor Reinforcement<br>Invincible Avatar Cocoon<br>Concealing Distraction Discipline<br>Encounter-Banishing Gesture<br>Noiseless Phantom Style<br>Essence Engorgement Technique<br>Aid of Ill Wind<br>Hungry Missile Technique<br>Incomparable Assassin Method<br>Ivory Spine Attack<br>Lightning Clutch of the Raptor<br>Pitiless Scything Razor<br>Ravening Crimson Chakram
|-
|}


==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.


Though original confused, conflicted and indecisive, Regret's hatred of the Lover has given him more focus. He is, however, torn by the desire to embrace life again and the pull of his oath to the underworld.
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).


Looks like Robert Dudley, Earl of Leicester (Joseph Fiennes) in ''Elizabeth'', with longer, straighter hair, and extremely pale skin.
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.


Birth into a merchant family gave the boy who would become Regret of the Sun enough education and spare time to grow envious and resentful of his lack of social mobility. He joined the Imperial Post at a young age, due more to a desire to see the rest of the world than any patriotic feelings for an empire he considered far too rigid and petty. Soon after becoming known for his willingness to deliver into &ldquo;barbarian&rdquo; lands, he was secretly recruited as a courier by agents of House Iselsi. This eventually led him to create an expanded &ldquo;side business&rdquo; as an information broker.
[[Category:Magic Item]] [[campaign::Dissolution| ]] [[system::Pathfinder| ]]
 
With contacts in the Empire, the Scavenger Lands (particularly Nexus and Lookshy), the Guild and elsewhere, his services were in high demand. In spite of his success, he never found much more to respect about society outside the Empire than within.
 
[[Image:Regret.jpg|left]]After several deals involving the Immaculate Order, he became aware of a force of fifty dragon-blooded being assembled into a Wyld Hunt, supposedly due to a prediction that a powerful solar would exalt on an isolated, wooded road nearby, though with indications that something may be &ldquo;off&rdquo; in the prediction. Wanting to gather information on the capabilities of the dragon-blooded, he travelled secretly to the road and waited in hiding. The Wyld Hunt arrived silently one by one, setting up an ambush.
 
As the sun started to set, a local farm girl came down the road leading a manure wagon. A karmeus swooped out of nowhere at the girl, attempting to carry her off. As the claws sunk in, the girl began to burn, the mark of twilight raging from her forehead. After the girl incinerated the karmeus with a disk of burning light, the Wyld Hunt unleashed on the girl.
 
As he watched the girl&rsquo;s flesh burn, the man who would become Regret felt the torrent of magic stir something within him, then the circle of night flared from his forehead as he, too, exalted. With the Wyld Hunt occupied, he managed to flee without detection, but the Immaculate Order soon realized that what had seemed &ldquo;off&rdquo; about their prediction was that it actually indicated the exaltation of two solars at the same place, not a single powerful one.
 
The Wyld Hunt tracked the man who would become Regret for over a year, an on-and-off chase culminating in Gem. Trapped and seriously wounded, the hunt&rsquo;s prey took the only path of escape available to him, through one of Gem&rsquo;s many small shadowlands and into the underworld. Carrionis (pg. 51) soon found him and took him to his mistress.
 
Not predisposed towards Creation before he exalted, the new solar learned to truly despise it after a year of being tracked like an animal and shunned as anathema. By the time they reached the Lover Clad in the Raiment of Tears, the solar had inherited some of Carrionis&rsquo; zeal, particularly against the Empire.
 
The solar spent two weeks in the Lover&rsquo;s company (and bed), being shown all the power of oblivion and its inevitable victory over life. By the end of it, he agreed to become her new deathnight. Though enthusiastic at first, after the Lover&rsquo;s Malfean lord accepted him, he began to suspect that he had been duped, and shown only certain aspects of the underworld. By the time he was cursing Creation within the Monstrance of Celestial Portion, he realized he had make a serious mistake. This realization, however, made him more angry at Creation, and he cursed all the more.
 
==Psyche==
 
==Goals==
 
As his name indicates, Regret hates his current state and wants to become a solar again. Failing that, he wants to get as far from his mistress and the Malfeans as possible. He currently thinks is best chance is to find a place that is neither creation nor the underworld.
 
==Data==
 
*[[Media:regret.pdf|Character sheet]]
*[[Media:regret.xml|Raw data]]
 
==Items of Note==
 
<ask format="ul">
[[owner::Regret]]
</ask>
 
[[Category:Forgotten Suns]]
[[Category:Character]]
[[Category:Abyssal]]

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.