Krun Thuul

Drot'ook's page

373 posts. Alias of Conman.


Full Name

Drot'ook

Race

Orc Magician/Berserker/Librarian 7 |Dmg: 2d6| S14, A10, I14, W10 | HP 13(10)/40(10) | D14 | Speed10 | Power3 | Perception15 | Insanity0 | Corruption4 | Fortune: No | Status: Terribly Sad

Size

Medium

Age

23

Languages

Speak/Write: Common, Dark Tongue, High Archaic

Occupation

(Titles) The Engineer; The Teacher; The Hero of (?????); Obliterater of the Oasis; Librarian; Deen

About Drot'ook

Name: Drot'ook
Ancestry: Orc
Gender: Male
Age: 23
Level: 7
Lifestyle: Comfortable
Appearance: Ghastly, Slightly gross for an Orc.
Personality: You never question orders. You always do as you’re commanded. Helpful, Sarcastic.
Background: Fascinated by magic, a short stint as a highwayman led to several years as a rowing slave. Has been working in a shop selling parlor tricks since.

Strength: 14
Agility: 10
Intellect: 14
Will: 10

Perception: 15
Defense: 14(AA+2)
Health: 40
Healing Rate: 10

Size: 1
Speed: 12-2 (10)
Power: 3

Damage: 0
Insanity: 0
Corruption: 4

Spoken Languages: Common, Dark Tongue

Written Languages: Common, Dark Tongue

Potions:
x1 Antitoxin: This bright green fluid has a foul smell. When the potion takes effect, the creature removes one poisoned affliction from itself and, for 1 hour, the creature makes challenge rolls to resist poisons with 1 boon.

x0 Frenzy Potion: You can use an action to consume this thick viscous potion. At the end of the round, you become frenzied for 1d6 rounds. While frenzied in this way, you cannot be frightened, and your melee weapon attacks deal 1d6 extra damage. Whenever a creature, friend or foe, would trigger a free attack from you, you must use a triggered action to make the attack. At the end of each round until the effect ends, you must get a success on a Will challenge roll or gain 1d3 Insanity.

x1 Panacea Potion: This rose-colored fluid has a sweet smell. When the potion takes effect, the creature removes all diseased and poisoned afflictions affecting it and heals damage equal to twice its healing rate.

x1 Water Breathing Potion: A clear, fishy-smelling liquid with sparkling flecks, waterbreathing potion causes its user to grow gills just under the ribs for 1d6 hours. These gills allow the user to breathe underwater.

Spellcasting (P3= 0:4 1:2 2:1 3:1)

Spell Recovery:
You can use an action to heal damage equal
to your healing rate and regain one casting you expended
of a spell you learned. Once you use this talent, you
cannot use it again until after you complete a rest.

Traditions: Arcana, Battle, Forbidden
Tradition Special:
Battle Madness:
While gripped by battle madness, you must take a fast turn
each round and use an action to attack the creature nearest
to you, making a charge if necessary. You regard all creatures
as foes, determining your target randomly if more than one is
available. At the end of each round, roll a d6. On a roll of 5 or
higher, the battle madness ends.

Library Book 1: Architecture:
HALT TIME (Neḫēsu; Adannu; Ikû!)
TIME UTILITY 3
Area A 4-yard-radius sphere centered on a point you can reach.
Duration 1 minute; see the effect
Time halts in the area for the duration. Each creature other than you in the area becomes insensate, unable to use actions or triggered actions, and unable to move. Creatures outside the area cannot enter it, and objects or effects originating from outside the area cannot reach into the area; they stop at its edge, remaining there until the spell ends. Creatures and objects in the area cannot be attacked, moved, or affected by any effect. Ongoing effects that apply to creatures and objects in the area are suspended until the spell ends. You, however, are unaffected by the spell and can freely move around in the area, leave it, and return to it. You can end the effect at any time without using an action to do so. Once the spell ends, time moves faster in the area it affected until it resumes the normal flow of time. Two rounds pass
inside the sphere for every round that elapses outside it until time again flows the same in both places. If the spell lasted for three rounds, for instance, then the accelerated time lasts for three rounds. Each of the extra rounds that elapses inside the sphere occurs between each pair of rounds that elapse outside it. Any creature in the sphere during one of these extra rounds can take a turn. But if a creature leaves the sphere on its turn during one of these extra rounds, the creature enters normal time, and its turn immediately ends as it does so. Such a creature must get a success on a Will challenge roll or gain 1 Insanity. Attacks and other effects originating from inside the sphere that would affect targets or areas outside it are resolved at the end of the extra round. In addition, creatures inside the area make attack rolls against targets outside the sphere with 3 boons, while targets outside the sphere make challenge rolls to resist harmful effects with 3 banes.

Library Book 2: Science:
WATCHFUL EYES TECHNOMANCY UTILITY 3
Target Up to five points within 5 yards of you
Duration 12 hours; see the effect
You create up to five tiny clockwork eyes that each fly toward a different point and remain there for the duration. Spotting one of these sensors requires a success on a Perception challenge roll with 1 bane. When you cast this spell, you can designate any number of creatures that don’t set off the warding eyes. When a creature you did not designate moves to within 1 yard of a sensor, the device emits a high-pitched shriek that can be heard from up to 1 mile away and then moves to slam into the creature’s body. The creature must get a success on an Agility challenge roll with 1 bane or be struck by the sensor and take 2d6 + 3 damage. In addition, each creature within 20 yards of the sensor must get a success on a Strength challenge roll or become deafened for 1 minute. Whether the creature struck by a sensor gets a success or failure, the sensor is destroyed when triggered in this way. The spell ends when the last sensor is destroyed.

Library Book 3: Magic:
SEE THROUGH THE FLAME FIRE UTILITY 3
Target One flame you can reach
Duration 1 hour
Upon casting this spell, you must concentrate for 1 minute, during which time you peer into the target. When you finish, you become aware of every flame within 1 mile of you. Choose one of those flames. You can see through that flame as if you were in its space. You can use an action to choose a different flame within 1 mile of you.

Power 0:
ARCANE ARMOR(Praesidio; Corporis!)(4/4):
An invisible field of force springs into existence around you, granting a +2 bonus to your Defense for the duration. As well, for the duration, normal precipitation does not touch you, light wind does not affect you, and you are not discomfited by cold or heat, though you still take damage from cold and fire.

LEGERDEMAIN()(4/4):
Choose one of the following effects. You create a harmless effect in an open space within short range. Some possible uses are given below.
• Choose one object. The object can be worn or carried by another creature. The object becomes clean, changes color, or becomes dirty.
• You light or extinguish a candle, lantern, or torch.
• Choose one object. You can cause a symbol to appear on the object and remain until you complete a rest.
• Choose one object. You cause the object to become warmer or cooler.
• Choose one edible or drinkable object. You season or spice the object in any way you choose.
• Choose any number of Size 1/8 or smaller objects. You cause them to move together and form into a tidy stack in an open space you choose.
• Create another sort of minor effect that cannot harm, distract, or hamper another creature, subject to the GM’s approval. This might be a burst of sparkles, a puff of smoke, a light wind, the sounds of singing or music, or a strong odor.

AUGMENTED ATTACK(MITTLERER SCHLAG!)(4/4):
As part of casting this spell, you make an attack with a weapon. You make the attack roll with 1 boon and can use Intellect instead of the attack’s normal attribute.

CELERITY(Velox; Ventus!)(3/4):
You move up to twice your Speed. This movement does not trigger free attacks. Triggered You can use a triggered action on your turn to cast this spell. If you do so, you instead move up to your Speed without triggering free attacks.

FACE RIP()(0/0):
You claw at the target. Make an Intellect attack roll against the target’s Agility. On a success, you tear at the target’s face, causing it to take 1d6 damage. Each creature within 1 yard of the target other than you must get a success on a Will challenge roll or gain 1 Insanity.
Attack Roll 20+ The target takes 1 extra damage, and any creature that can see the target must make the Will challenge roll.

HARM(Niwed!)(4/4):
Invisible barbs tear at the target’s body. Make an Intellect attack roll against its Strength. On a success, the target takes a –5 penalty to Health for 1 minute. --Attack Roll 20+ The penalty to Health is –10 instead.

Power 1:
MIGHTY ATTACK(ZERSTÖERISCHES ZIEL!)(1/2):
As part of casting this spell, you make an attack with a weapon. You make the attack roll with 1 boon and can use Intellect instead of the attack’s normal attribute. On a success, the target takes 2d6 extra damage.

POTENT MAGIC(Virtus; Augendae!)(2/2):
For the duration, when you attack with a spell, you make the attack roll with 2 boons, and creatures make challenge rolls to resist your spells with 2 banes.
Triggered On your turn, you can use a triggered action to cast this spell. The spell ends at the end of your turn.

HATEFUL DEFECATION(Ymosodiad Casineb!)(2/2):
The target’s guts twist and rumble noisily. If the target’s Health is 10 or less, it dies instantly, streams of blood and feces gushing from all of its orifices. If its Health is higher than 10, make an Intellect attack roll against the target’s Strength. On a success, the target takes 1d6 + 2 damage and becomes dazed for 1 round, as its guts violently and spectacularly expel their contents. If this damage incapacitates the target, excrement, organs, and blood explode from its body, which instantly brings about its death. Each creature within 2 yards of a point within the target’s space must make a Will challenge roll; on a failure, it becomes impaired for 1 round. Attack Roll 20+ The target takes 1d6 extra damage

Power 2:
ARC OF DEATH(TÖDLICHE SPALTUNG!)(1/1):
You sweep your melee weapon around you in a deadly arc, dealing 3d6 + 3 damage to each target instead of the weapon’s normal damage. Each target takes half the damage with a success on an Agility challenge roll.

Power 3:
ARCANE LIGHTNING(Arcus; Potens; Fulgur!)(0/1):
Area: A cone, 5 yards long, originating from a point you can reach.
Lightning deals 5d6 damage to everything in the area. Each creature in the area must make an Agility challenge roll, taking half the damage on a success.

Power 4:
WALL OF SWORDS(ERHEBE, KÖNNTE, GEFALLEN, BRÜDER)(0/0):

Professions:
(Academic) Engineering
(Academic) Medicine (Bonus)
(Common) Shopkeeper
(Wilderness) Highway Robber
Ancestry Traits and Abilities:

Rising Fury{Expert Orc): When you take damage, you make your next
attack roll before the end of the next round with 1 boon.

Quirks and Marks of Darkness:

After being sexually assaulted in the deserts of the desolation, Drot'ook can not stand a stranger touching him without knowing about it or giving permission (-3 insanity). If touched in this manner Drot becomes frightened for 1d6 minutes. This may be portrayed as hyper aggression via The Berserker.

Paths and Path Abilities:

Sense Magic:(3/3) 5yrds
Berserk: When you take damage and you are not fatigued, you can choose to go berserk. You remain berserk for 1 minute or until you become unconscious. When the effect ends, you become fatigued for 1 minute and you must make a Will challenge roll. On a failure, you gain 1 Insanity. While you are berserk, you have the following benefits and drawbacks:
• You gain a +10 bonus to Health.
• You cannot become charmed, compelled, or frightened.
• You make attack rolls with 1 bane.
• Your attacks with weapons deal 2d6 extra damage.
• You must use an action each round to attack, using charge if necessary.
A fatigued creature makes all attack rolls and challenge
rolls with 1 bane.

Fury Unleashed: When you go mad, you go berserk even if
you are fatigued. While you’re berserk, the Game Master
controls your character and decides when you take a
turn and what you do on your turn each round. At the
end of each round while you’re berserk, the GM rolls a
d6. On a 5 or higher, the madness ends and you regain control of your character. If you were fatigued when you went berserk, you take 1d6 damage when the madness ends.
Iron Hide: While you are not wearing medium or heavy armor, you have a +1 bonus to Defense.
Counterspell: When a creature you can see attacks you with a spell, you can use a triggered action to counter it. The triggering creature makes the attack roll with 1 bane and you make the challenge roll to resist it with 1 boon.
Personal Library: You have three tomes, each containing information related to an area of scholarship. You get two boons on rolls regarding these topics. Additionally, each tome contains one spell of your choice from any tradition. These spells must be of a rank you can cast.
Tome Casting:If you are holding one of your tomes, you can cast a spell it contains by expending the casting of a spell of the same or a higher rank.

Novice Path:Magician
Expert Path:Berserker
Master Path: Librarian


Equipment:

Dagger, Warhammer(2d6(one-handed/Cumbersome(1bane))), Clothes, Brigendine(D13), Backpack (Week of rations, water skin, tinder box 1 torch) Tiny Metal Ball

Rolls etc.:

Age: 19
Build: 7ft. 330lbs
Appearance: Terrible
Background: Slave for 4 years
Personality: Never question orders. (I've chosen Helpful/Sarcastic)
Profession 1: Shopkeeper (Current)
Profession 2: Highway Robber (Past)
Lifestyle: Getting By (Dagger, Staff, backpack, week of rations, a waterskin, a tinderbox, 1 torch, pouch 5cp)
Interesting Thing: Tiny metal ball that when released, floats an inch above any solid surface.

Story:

As a young-ling Drot was always one to shy away from the rough and rude. He found fascination in magicians and sorcerers he'd see. To him the magic was always real and always just out of reach. This caused him to be a self proclaimed outcast, while everyone around him lived normal lives, to him they all seemed brutish and unsophisticated.

A token he received from a traveling merchant who dabbled in magic was his tiny metal ball. He kept this on his person at all times and treasured it above all else. It was taken from him one day by a group of fellow young orcs in an attempt to tease and bully. Fraught with rage Drot attacked his peers, felling one and wounding the other two. After retrieving his ball he became frightened at what he had done and ran. Ran away from everyone he knew.

This began his career as a criminal. Joining a small group of humans ambushing travelers and stealing their goods. He made a decent living, and spent most of his time learning what he could about the arcane be it not very much. Without a teacher he never could grasp what it all really meant. One day, as it inevitably happens, they got caught. Attacking the wrong caravan the small group of thugs were overpowered. Drot, being an Orc, was caged and sold to the highest bidder, a merchant boat. Stuck in the hull of a ship for years altered this young boy into a ghastly, man of an Orc.

After securing his freedom with the help of a benevolent crew member Drot settled in an large city working stock for an old merchant. Eventually Drot became a part of the community, there weren't too many other Orcs around so he found himself helping people who needed a little extra muscle to get things done.

The energy felt from the little metal ball has always kept Drot's mind focused, one day he would find himself grasping true power in his hands. Someone to be remembered for their knowledge and mastery of the arcane arts.

Questions:

1. Drot is always weary of others though when he finds someone with access to magic he’s not one to shy away from asking a thousand questions.
2. Drot values his tiny metal ball, sometimes to a fault. He also values those who invest in the persuit of knowledge. He doesn’t care for drudgery of mundane living.
3. Drot fears that his aspirations will never see fruition, just to grasp magic conceptually. Drot hates the way people see him, a bug dumb brute of a thing.
4. He desires to be among peers that share his love of learning. He loves every time he makes progress, in any field.
5. His secret is the way destruction makes him feel. He’s filled with euphoria when he smashes, kills or performs a feat of strength and that scares him.
6. Nothing notable as of yet. Not to him.
7. He’s better off letting other take charge and finds himself going against his own judgement orders are barked at him.
8. Drot does his best to complete tasks given to him and when he can’t he tries to find a satisfying compromise.
9. He knows there’s a good and bad but the turmoil he’s experienced in his life makes it hard for him to grasp which is which. If he and his peers are happy then something must be right.