Naerai and Mark of Autochthon: Difference between pages

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{{ExaltedArtifact
[[Image:Naerai.jpg|frame|right|400 px|Art by Unknown ]]''Naerai is an [[race::harrow elf]] [[class::druid]]/[[class::sorcerer]] in the [[campaign::Dissolution]] campaign, played by [[player::User:Guen|Liz]].''
|summary = A magical mark over the heart, marking you as selected by Autochthon
|description = ''As the flash washes over you, you feel a slight burning sensation inside your heart. You hear your own voice inside your head, saying: "You have been selected for a task of great importance by the Great Maker. He offers you this mark on your heart to aid you, but this mark cannot be forced. Accept it now and be part of the Maker's Design forever more, or deny it now to make your way without His divine aid." As you decide what to do, you instinctively know what this mark will do. Read its effects below, and decide if you want to accept this mark or not.''


==Personality==
The mark is considered to be an insubstantial artifact, with no commitment cost. Once accepted, it is a permanent change to the character and cannot be transferred. It is normally invisible to the naked eye, but under some conditions, it will appear on your chest as a series of spectral gears, in colors matching your anima. The conditions where it can be seen are:


Lake many harrow elves, Naerai feels the darkness within him, but has spent most of his life as a loner, often living in the forest, battling confusion and temptation. The forest was often his only companion and source of comfort, his growing connection to the earth keeping him grounded and keeping him from straying toward evil intentions. He came to the city to learn more sorcery in the hope of getting a better handle on himself. He may join an adventuring team simply to reaffirm to himself that he can remain in control of any evil temptations.
* Any time your caste mark shows, Autochthon's mark is equally visible.
* Essence sight of any kind can perceive the mark on a Perception + Occult (5) roll.
* Alchemical exalted will notice the mark on a Perception + Occult (2) roll.
* Spirits of Autochthonia will notice the mark automatically.
* You can spend 2 motes to make the mark obvious to any onlookers.


==Appearance==
The mark provides the following benefits and drawbacks:


Naerai's yellowish skin is less scarred than many of his race. He has red eyes and black hair.
'''Will of Autochthon''': You gain an additional Nature of "Avatar". This allows you to make an immediate check for regaining Willpower any time you accomplish a goal significant to Autochthon's plans. You will get this check whether you know Autochthon's plans or not. Your original Nature continues to work as normal. In addition, for any tests that directly further the goals of Autochthon, you may channel Virtues without spending Willpower.


==History==
'''Cog in the Wheel''': When confronted with a situation that clearly advances the goals of Autochthon, if you want to act counter to those goals, you must ''fail'' an appropriate Virtue test to do so. This works like normal virtue suppression (core.130), so if you get any successes on this test, you either need to work toward Autochthon's goals or spend a point of Willpower to avoid doing so (solars and lunars also gain a point of Limit when they do this).


==Affiliations==
'''Emissary of the Maker''': Any entity native to Autochthonia (mortal, spirit, alchemical) who sees your mark immediately knows its significance, and will consider you to be highly connected to the Machine God. This will generally result in a highly favorable reaction. Older gods in Creation may also recognize the mark; their reaction will depend on their opinion of Autochthon.


Spending most of his life alone, Naerai's closest connection is his elemental companion, [[Rauros]].
'''Lost in the Machine''': You gain a Background called "Precision", representing the depth of your connection to the Great Maker, and generally measuring how much humanity you have lost. Unlike most backgrounds, your Precision rating will likely change quite a bit, both up and down. This is explained in more detail below. You gain Precision at one dot immediately upon agreeing to the mark.  


Out of necessity, Naerai is a guildsman in the [[Delver's Guild]], giving him access to guild information, library, maproom and waystations. He also gains a 10% discount at '''Ebbert's Outfitters'''.
'''Five-Fold Synchronicity''': All five of the magical materials are now considered your "favored" material; you no longer need to commit double the motes to attune to non-favored materials. If you have particular abilities that work specifically on your favored material, they expand to work on all five materials. (For example, various shapeshifting rules interact specifically with moonsilver; these now interact with all five metals.)


Naerai has paid the 10gp membership fee to join '''Finelle's Pleasant Diversions''', a Rivergate club for games of intellect and skill, such as board games (like Dragonscales, Ten Bobbers, and Horseman) and card games (like Gempot, Seven Thrones, Sword and Helm, Riverside, and Kutch).
'''Infinite Variety in Infinite Forms''': You gain the ability to learn combos instantaneously. You must still pay their xp cost, but learning a new combo takes no training time at all. You can even create them on the fly during combat. Each time you learn a combo in this way, you gain a dot of Precision (see below).


Religiously speaking, Naerai feels the strongest connection to Myliesha, Mistress of the Wind’s Path. This elementally based elven goddess, popular with displaced elves living among humans, offers an ideal to strive for when fighting his darker urges.
'''Deep Resonance''': You may enter an eight-hour trance that allows you to learn rapidly. While in the trance, each point of Willpower you spend compresses 100 hours of training into the trance. In any given trance, you may pay as much Willpower as you like, but may only train toward a single goal (e.g. learning one charm, improving a trait by one dot, etc.). After each trance, you gain a dot of Precision (see below).


==Associations==
'''Opening the Mind's Eye''': You may name an additional Ability as a favored ability upon agreeing to take the mark.


*'''Merchael Finetooth''', a male gnome, runs Finelle's Pleasant Diversions. Naerai originally went there hoping to see '''Zalisartaram''', a female harrow elf (and, incidentally, one of the world's best Dragonscale players), but she has never been there while he was. Merchael, however, has taught Naerai a number of the games.
'''Tapping the Source''': You gain five dots in a Background called "Source", representing your ability to exploit the connection to Autochthon for knowledge. Dots in this background can be spent to gain enlightenment in several ways. Spending a dot of Source permanently reduces its rating by one and buys any one of the following:
*'''Karetsan''' leads one of the only communities of harrow elves in Ptolus, a small collection of buildings in North Market called the '''Zar'at''', in which nearly all of the city's harrow elves dwell. She is wise, but quick to anger. As a strong wizard, she taught Naerai all he knows about arcane magic, and often tries to convince Naerai to come live in Zar'at.
*'''Ladris''' owns a store in the Narred section of Midtown called '''Ladris' Fine Foods'''. A centaur, Ladris is known mostly as being a compatriot of one of the most famous harrow elf adventurers, '''Kargas the Bold'''. Kargas himself often hangs around Ladris' store, which is what drew Naerai there, but he turned out to be a bitter, mean-spirited shell of a man, who Naerai disliked almost immediately. Ladris, on the other hand, was quite sociable. After a number of cordial meetings, the two ended up discussing the lurking "evil" inside harrow elves in general, and Naerai and Kargas in particular. Since then Ladris has been a good ally to have around, keeping him on the straight and narrow.
*'''Lakimos''', a friend of Karetsan and harrow elf, runs an unmarked pub called '''Lackie's''' in the the slums of the Warrens. He is staunchly opposed to '''chaos cults''' and chaositech. Naerai and Lackie have only conversed a few times, but Naerai sometimes patronizes his pub.
*'''Ketir Levihaos''' is a harrow elf guard in '''Iridithil's Home''', an elves-only retreat/resort/temple in Emerald Hill. This place contains the only shrine to Myliesha in the city, so Naerai just wandered in one day. While Naerai was not particularly welcomed, Ketir saw to it that he wasn't thrown out either, once he determined what Naerai was up to.
*'''Myraeth Tuneweaver''', a male shoal elf runs '''Myraeth's Oddities''' in Delver Square, ''the'' place to buy and sell second hand magic items in Ptolus (although not weapons and armor, nor any newly created items). He is extremely popular with adventurers and knows most of them by name. His inventory changes constantly.
*'''Wynthaes''' lives on the Docks. A cherubim elf, his wings match those of his four pet eagles. It is slightly crazy, and obsessed with preventing the docks from being used by slave traders (though it is unclear is this threat is real or imagined). He is a druid, and though often unapproachable, on good days has taught Naerai his skills in the class. Naerai accompanied him once on a "mission", which resulted in the sinking of a docked ship.


==Rumors==
* Immediately gain a specialty of your choice without paying xp or training costs.
* Reduce the xp cost of any training by four.
* You gain access to training in any one improvement that you would normally be able to learn without a trainer.
* Gain a "virtual trainer" for learning one restricted terrestrial or celestial martial arts charm (including forms, pinnacle charms, initial style charms and the Immaculate martial arts). Spending a dot in this way also gains a dot of Precision (see below).
* Solar exalted gain a "virtual trainer" for improving a [[Forgotten Suns: Science|Science]] by a dot, including any First Age science. Spending a dot in this way also gains a dot of Precision (see below).
* Sidereal exalted gain a "virtual trainer" for learning one sidereal martial arts charm. Spending a dot in this way also gains a dot of Precision (see below).
* Lunar exalted may drink the heart's blood of one standard size spirit, demon, elemental, wyld creature, or construct to add its form into their shapeshifting library. Spending a dot in this way also gains a dot of Precision (see below).


* The monastic '''Brotherhood of Redemption''' offers a bounty of gold for any living evil creatures handed over to them, who they claim to "redeem" into useful members of society. Rumor is that their process uses alchemy, magical light, music and other procedures to turn them good against their will. They do not take humans, elves and the like, but that has not stopped some from trying. Naerai knows of two incidents where overzealous citizens captured an "evil" harrow elf from Zar'at and turned them over to the Brotherhood. In both cases, the Brotherhood immediately released them.
== Precision ==
* Naerai has met most of the harrow elves in Ptolus, but continues to hear rumors of one he hasn't met. '''Tuea Silverwing''' is said to be a paladin in an organization that no one has really heard of called the '''Knights of the Golden Cross'''. Allegedly altruistic, they are supposedly based somewhere in Oldtown.
* An old, powerful druid named '''Andach''' is said to  have retired to an island in a park in the middle of the Necropolis. Since the Necropolis is known to be infested with undead, it's not clear why anyone would want to live there.
* Though some claim the '''Dreaming Apothecary''' is a myth, Naerai fairly sure it is a real organization. It is said to completely monopolize all aspects of the the market for newly created magic items in Ptolus, except for potions and scrolls. Naerai was once told that Myraeth Tuneweaver is allowed to operate through a deal with the Dreaming Apothecary, which is why he refuses to sell or create new magic items.
* The area surrounding Ptolus was once a vast wilderness guarded by a group of powerful druids called the '''Circle of Green'''. Over a thousand years ago, '''Ghul the Half God''' poisoned their reputation to isolate them, then slaughtered them all and took over the region. While intact, though, the Circle of Green was served by the '''Viridian Lords''' a group of nature warriors who can bond living plants into their skin. While the Circle is no more, the Viridian Lords still exist, largely responsible for keeping the roads around the city safe. The Lords enjoy a high status within Ptolus, which seems to Naerai be disproportionate to their only occasional presence within the city itself.
*Naerai has not been back to Zar'at in a while, but has heard that the community has disavowed '''Karee''', one of Karestan's closest friends, and now considers Karee a betrayer and hated foe.
*Many people speak of the '''Beggar King''', a mysterious, possible mythical figure who supposedly lords over all beggars. Rumors about him are elaborate and contradictory.
*Wynthaes is convinced that somewhere in Midtown is a '''Dark Market''', where slaves and illegal goods are bought and sold.


==Future Advancement==
Being connected to the Great Maker tends to make you more machine like. While this provides some benefits, you also run the risk of losing your humanity entirely. Even creatures like the Alchemical Exalted, who are built for such things, can loose themselves to the machine. They measure this with a trait called Clarity, but it works a bit differently for you, being born human. Your loss of humanity is measured by a Background called Precision.


'''Current''': Harrow elf 1/Sorcerer 4/Druid 3/Arcane Hierophant 2<br>
Precision is increased by tapping into the connection to Autochthon (as outlined above). Any time you gain a point of precision, you ''also'' gain a point of Limit or Paradox, as appropriate.
'''Most Recent Level''': Arcane Hierophant


Next effective character level (ECL) is 11. Some possibilities for your next level choice:
Embracing your humanity and human emotion in significant ways decreases Precision, represented as follows:


* [[Arcane Hierophant (Pathfinder)|Arcane Hierophant]] 3: +1 Will save, d6 hit points, 7 skill points. Gain spells as if you went up a level in both Druid ''and'' Sorcerer. Add your level in Arcane Hierophant to your Druid level to determine your Wild Shaping ability. Add your level in Arcane Hierophant to your Druid level to determine the abilities of your elemental companion.
* Any time you spend Willpower to channel a Virtue (core.129), and the resulting action is successful, you automatically loose a dot of Precision.
* [http://www.d20pfsrd.com/classes/basic-classes/sorcerer Sorcerer] 5: d6 hit points, 5 skill points. Bloodline spell. Learn one 1st level spell, learn one 2nd level spell, more spells per day.
* Any time you use a stunt of two dice or more that reaffirms your humanity or expresses genuine emotion (joy, rage, pity, love), if the stunt succeeds, instead of regaining motes or Willpower, you may choose to loose a point of Precision.
* [[Elemental Druid]] 4: d8 hit points, 7 skill points. Wild Shape once per day. Balanced Essence (+4 to saves vs. disease).
* Significant emotional or social experiences may reduce Precision by a point.
* Something else


All characters gain a feat every two levels. His next such feat will come at CL 11. Some feats you might be interested in:
Precision acts as both a blessing and a curse, with the following general effects:


*[http://www.d20pfsrd.com/feats/natural-spell---final Natural Spell] cast spells while in Wild Shape.
* Precision rating is added to initiative rolls.
*[http://www.d20pfsrd.com/feats/lightning-reflexes---final Lightning Reflexes] +2 to Reflex saves.
* Precision rating dice are added to any Temperance checks or Temperance channels.
*Practiced Druid: Add four non-druid levels to determine caster level for druid spells.
* Precision rating dice are added to mostly mechanical Craft tests.
*[http://www.d20pfsrd.com/feats/rapid-reload-combat---final Rapid Reload]: Reload a light crossbow with a free action, or a heavy crossbow with a move action. You still need both hands free to do this and reloading still provokes an attack of opportunity.
* Precision rating dice are subtracted from any Compassion checks or Compassion channels.
*Fast Wild Shape: (requires Wild Shape) Take Wild Shape form with a movement action.
* Precision rating dice are subtracted from mostly creative Craft tests.
*Elemental Essence: (requires Wild Shape, another Wild feat) When you select this, choose an element. You can spend one use of Wild Shape to instead surround limbs with that element for one minute, dealing 1d6 extra damage, and gaining resistance 5 against that element.
* Precision rating dice are subtracted from any social tests. This ''always'' includes tests involving Charisma, Manipulation, Socialize, Performance and Presence, but may include and test with a social component as well.
*[http://www.d20pfsrd.com/feats/brew-potion-item-creation---final Brew Potion]: Make your own potions.
* Precision rating dice are subtracted from any defenses against social attacks.
*[http://www.d20pfsrd.com/feats/scribe-scroll-item-creation---final Scribe Scroll]: Make your own magical scrolls.
*[http://www.pathfindersrd.com/feats/empower-spell-metamagic---final Empower Spell (Metamagic)]: Cast a spell using a full-round action and a spell slot two levels higher to add 50% to variable (i.e. rolled) spell effects.
*[http://www.pathfindersrd.com/feats/maximize-spell-metamagic---final Maximize Spell (Metamagic)]: Cast a spell using a full-round action and a spell slot three levels higher to maximize variable (i.e. rolled) spell effects.


To get better at games at Finelle's Pleasant Diversions, he'd want Profession (gambler).
In addition, as the rating increases, the more mechanical your personality becomes:


Naerai will now have a bit of money. Some possibilities:
: {{Dots|1}} - No noticeable changes, but the character's thoughts are often more coldly logical.
: {{Dots|2}} - Mannerisms convey a sense of distraction and a faint disdain for mortals and mortal frailty. Less patience for people.
: {{Dots|3}} - Notably inhuman. Movements and speech become clipped and laconic, replacing courtesy with efficiency. Mortals are never pitied and are largely ignored. At this level, the character's original Nature is ignored, no longer capable of regenerating Willpower.
: {{Dots|4}} - Humanity is a distant memory. Mortals are treated like resources, to be used as efficiently as possible. Enjoyment, desire and other feelings no longer exist. At this level, the character loses the ability to channel Valor and Compassion entirely.
: {{Dots|5}} - An utterly alien extension of the Machine God. The character has free will and is not a drone, but will consider the needs of the Machine God over its own. At this level, the character automatically fails Compassion rolls and can no longer roll to resist the Will of Autochthon (see above).


* Something to buff saving throws, such as a [http://www.d20pfsrd.com/equipment---final/magic-items/wondrous-items-2#TOC-Cloak-of-Resistance cloak of resistance].
Precision can be reduced to zero, but the trait itself will remain as long as the mark does. Precision may not increase over five dots; attempts to do so simply fail.
* Naerai is the only one in the party that can use both divine and arcane magic, so can pretty much use any [http://www.d20pfsrd.com/equipment---final/magic-items/wands---final wand] or [http://www.d20pfsrd.com/equipment---final/magic-items/scrolls---final scroll].
* A [http://www.d20pfsrd.com/equipment---final/magic-items/wondrous-items-2#TOC-Bag-of-Holding bag of holding], for all the scrolls, wands, etc.


==Data==
|instances =  
 
|rating = 5
*[http://rpg.divnull.com/ptolus/naerai.pdf Character sheet]
|commitment = 0
 
}}
[[Category:PC]]

Revision as of 19:08, 27 January 2009

As the flash washes over you, you feel a slight burning sensation inside your heart. You hear your own voice inside your head, saying: "You have been selected for a task of great importance by the Great Maker. He offers you this mark on your heart to aid you, but this mark cannot be forced. Accept it now and be part of the Maker's Design forever more, or deny it now to make your way without His divine aid." As you decide what to do, you instinctively know what this mark will do. Read its effects below, and decide if you want to accept this mark or not.

The mark is considered to be an insubstantial artifact, with no commitment cost. Once accepted, it is a permanent change to the character and cannot be transferred. It is normally invisible to the naked eye, but under some conditions, it will appear on your chest as a series of spectral gears, in colors matching your anima. The conditions where it can be seen are:

  • Any time your caste mark shows, Autochthon's mark is equally visible.
  • Essence sight of any kind can perceive the mark on a Perception + Occult (5) roll.
  • Alchemical exalted will notice the mark on a Perception + Occult (2) roll.
  • Spirits of Autochthonia will notice the mark automatically.
  • You can spend 2 motes to make the mark obvious to any onlookers.

The mark provides the following benefits and drawbacks:

Will of Autochthon: You gain an additional Nature of "Avatar". This allows you to make an immediate check for regaining Willpower any time you accomplish a goal significant to Autochthon's plans. You will get this check whether you know Autochthon's plans or not. Your original Nature continues to work as normal. In addition, for any tests that directly further the goals of Autochthon, you may channel Virtues without spending Willpower.

Cog in the Wheel: When confronted with a situation that clearly advances the goals of Autochthon, if you want to act counter to those goals, you must fail an appropriate Virtue test to do so. This works like normal virtue suppression (core.130), so if you get any successes on this test, you either need to work toward Autochthon's goals or spend a point of Willpower to avoid doing so (solars and lunars also gain a point of Limit when they do this).

Emissary of the Maker: Any entity native to Autochthonia (mortal, spirit, alchemical) who sees your mark immediately knows its significance, and will consider you to be highly connected to the Machine God. This will generally result in a highly favorable reaction. Older gods in Creation may also recognize the mark; their reaction will depend on their opinion of Autochthon.

Lost in the Machine: You gain a Background called "Precision", representing the depth of your connection to the Great Maker, and generally measuring how much humanity you have lost. Unlike most backgrounds, your Precision rating will likely change quite a bit, both up and down. This is explained in more detail below. You gain Precision at one dot immediately upon agreeing to the mark.

Five-Fold Synchronicity: All five of the magical materials are now considered your "favored" material; you no longer need to commit double the motes to attune to non-favored materials. If you have particular abilities that work specifically on your favored material, they expand to work on all five materials. (For example, various shapeshifting rules interact specifically with moonsilver; these now interact with all five metals.)

Infinite Variety in Infinite Forms: You gain the ability to learn combos instantaneously. You must still pay their xp cost, but learning a new combo takes no training time at all. You can even create them on the fly during combat. Each time you learn a combo in this way, you gain a dot of Precision (see below).

Deep Resonance: You may enter an eight-hour trance that allows you to learn rapidly. While in the trance, each point of Willpower you spend compresses 100 hours of training into the trance. In any given trance, you may pay as much Willpower as you like, but may only train toward a single goal (e.g. learning one charm, improving a trait by one dot, etc.). After each trance, you gain a dot of Precision (see below).

Opening the Mind's Eye: You may name an additional Ability as a favored ability upon agreeing to take the mark.

Tapping the Source: You gain five dots in a Background called "Source", representing your ability to exploit the connection to Autochthon for knowledge. Dots in this background can be spent to gain enlightenment in several ways. Spending a dot of Source permanently reduces its rating by one and buys any one of the following:

  • Immediately gain a specialty of your choice without paying xp or training costs.
  • Reduce the xp cost of any training by four.
  • You gain access to training in any one improvement that you would normally be able to learn without a trainer.
  • Gain a "virtual trainer" for learning one restricted terrestrial or celestial martial arts charm (including forms, pinnacle charms, initial style charms and the Immaculate martial arts). Spending a dot in this way also gains a dot of Precision (see below).
  • Solar exalted gain a "virtual trainer" for improving a Science by a dot, including any First Age science. Spending a dot in this way also gains a dot of Precision (see below).
  • Sidereal exalted gain a "virtual trainer" for learning one sidereal martial arts charm. Spending a dot in this way also gains a dot of Precision (see below).
  • Lunar exalted may drink the heart's blood of one standard size spirit, demon, elemental, wyld creature, or construct to add its form into their shapeshifting library. Spending a dot in this way also gains a dot of Precision (see below).

Precision

Being connected to the Great Maker tends to make you more machine like. While this provides some benefits, you also run the risk of losing your humanity entirely. Even creatures like the Alchemical Exalted, who are built for such things, can loose themselves to the machine. They measure this with a trait called Clarity, but it works a bit differently for you, being born human. Your loss of humanity is measured by a Background called Precision.

Precision is increased by tapping into the connection to Autochthon (as outlined above). Any time you gain a point of precision, you also gain a point of Limit or Paradox, as appropriate.

Embracing your humanity and human emotion in significant ways decreases Precision, represented as follows:

  • Any time you spend Willpower to channel a Virtue (core.129), and the resulting action is successful, you automatically loose a dot of Precision.
  • Any time you use a stunt of two dice or more that reaffirms your humanity or expresses genuine emotion (joy, rage, pity, love), if the stunt succeeds, instead of regaining motes or Willpower, you may choose to loose a point of Precision.
  • Significant emotional or social experiences may reduce Precision by a point.

Precision acts as both a blessing and a curse, with the following general effects:

  • Precision rating is added to initiative rolls.
  • Precision rating dice are added to any Temperance checks or Temperance channels.
  • Precision rating dice are added to mostly mechanical Craft tests.
  • Precision rating dice are subtracted from any Compassion checks or Compassion channels.
  • Precision rating dice are subtracted from mostly creative Craft tests.
  • Precision rating dice are subtracted from any social tests. This always includes tests involving Charisma, Manipulation, Socialize, Performance and Presence, but may include and test with a social component as well.
  • Precision rating dice are subtracted from any defenses against social attacks.

In addition, as the rating increases, the more mechanical your personality becomes:

- No noticeable changes, but the character's thoughts are often more coldly logical.
●● - Mannerisms convey a sense of distraction and a faint disdain for mortals and mortal frailty. Less patience for people.
●●● - Notably inhuman. Movements and speech become clipped and laconic, replacing courtesy with efficiency. Mortals are never pitied and are largely ignored. At this level, the character's original Nature is ignored, no longer capable of regenerating Willpower.
●●●● - Humanity is a distant memory. Mortals are treated like resources, to be used as efficiently as possible. Enjoyment, desire and other feelings no longer exist. At this level, the character loses the ability to channel Valor and Compassion entirely.
●●●●● - An utterly alien extension of the Machine God. The character has free will and is not a drone, but will consider the needs of the Machine God over its own. At this level, the character automatically fails Compassion rolls and can no longer roll to resist the Will of Autochthon (see above).

Precision can be reduced to zero, but the trait itself will remain as long as the mark does. Precision may not increase over five dots; attempts to do so simply fail.

Instances

Game Information

Summary: A magical mark over the heart, marking you as selected by Autochthon
Rating: ●●●●●
Commitment: 0