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Organized Play Member. 2 posts. No reviews. No lists. No wishlists. 1 Organized Play character.


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You can't forget Lee's amazing tracking ability...absolutely stunning for a priest...also statistically very improbable.


You have now reached an all new level in meta-gaming...and entered the realm of meta-sterotyping. :)

Full Name

Hydrand

Race

Male Clockwork Spell Guardian Edgewalker 5 | S13 A8 I10 W10 | HP 28(+7 SOL) | Def 18 | Move: 9 | Insanity: 1 | Corruption: 7 | Fortune: Yes | BR: No | Status: Injured | Damage: 6

Size

1

Age

7

Location

Caercras

Languages

Common

About Hydrand

Name: Hydrand

Basic Traits:

Ancestry: Clockwork
Gender: Hm?
Age: 7
Level: 3
Appearance: Human, 6', utterly unremarkable
Personality: Conceited and Courageous
Background: I constructed a monument in my city.

Strength: 13
Agility: 8
Intellect: 10
Will: 10

Perception: 10
Defense: 18
Health: 20
Healing Rate: 5

Size: 1
Speed: 9
Power: 2

Damage: 0
Insanity: 3
Corruption: 1

Spoken Languages: Common

Immune: Damage from disease and poison; asleep,
diseased, fatigued, poisoned

Written Languages: Common

Professions:
Martial (Detective)
Wilderness (Exile)
Martial (Guard)

Ancestry Traits and Abilities:

Key:
You have a key somewhere on your body that you
cannot reach. When the key is cranked and turning,
you count as a creature. When it stops, you become
an object. Your key stops turning when you become
incapacitated. It also stops turning at the end of any
round in which you got a total of 0 or lower on an
attack roll or challenge roll.
While you are an object, you cannot use actions,
move, talk, or perceive your surroundings. Any creature
that can reach you can use an action to wind up
your key. If you are not incapacitated, you become a
creature once more. If you are incapacitated, roll a d6.
On a 3 or lower, there is no effect. On a 4 or higher, you
heal 1 damage and become a creature at the end of the
round.
Although you are an object while you are
incapacitated, you are still subject to the rules for
incapacitated creatures.

Mechanical Body:
You do not eat, drink, or breathe.
You do not age and you cannot be transformed into
an undead creature. Your mechanical body makes it
impossible for you to swim, so you sink to the bottom
when you are submerged in liquid.

Accelerator:
Part of the Entity's power has enhanced you. Your body now has an accelerator. This component attaches to the clockwork’s inner workings, allowing quicker movement in short bursts. Whenever a clockwork with this upgrade moves, it can use a triggered action to double its Speed during that move. The accelerator can be used safely three times between each completed rest. For each use beyond this limit, the clockwork must roll a d6 at the end of the round
in which the accelerator was used. On an odd number, the clockwork becomes an object.

Repairing Damage:
While a creature, you heal damage as
any other creature. If you are an object, a creature can
use an action to start repairing you with a tool kit. The
creature must work for at least 4 hours. At the end of
this time, it makes an Intellect challenge roll with 1 bane.
On a success, you heal damage equal to your healing
rate.

Level 4 Expert Clockwork
Characteristics Health +5
Grind the Gears You can increase the number of actions
you can use on your turn by one. When you finish your
turn, roll a d6. If you roll an odd number, you become an
object at the end of the round.


Quirks and Marks of Darkness:

Hydrand frequently checks to be sure he has all of his belongings. He doesn't have many possessions, but he jealously keeps safe those he does.

Hydrand is chronologically challenged, frequently appearing to be semi-insubstantial as he becomes unseated from time from time to time.

Hydrand believes his one-time boss and close friend, the Awful, has a history of making excellent choices, morally, and as such will follow his example in regards to his own moral compass.


Paths and Path Abilities:

Novice Path:
Spell Guardian
Expert Path:
Edgewalker
Master Path:


Equipment:

You have a club or sling with 20 stones, rags, and a pouch
containing 3 bits(currently foisted).

And a mace constructed from a purple metal with a name etched on the haft.

And one large shield.

And suit of Scale armor that has the following enchantment:

You can use an action to cause fog to spread out 10 yards around the object. The fog remains for 1 minute or until dispersed by wind and partially obscures its area. The object has three uses.


Spellcasting:

Tradition: Protection
Tradition Special: Becomes overprotective of belongings and can become overly suspicious or paranoid.

Tradition: Time
Tradition Special: Appears semi-insubstantial as he speeds up and slows down his own chronology to stay dialed into the current timeline.

Rank 1:

PERFECT TARGET (2/2) PROTECTION ATTACK 1
Target One willing creature you can see within short range
Duration 1 minute; see the effect
Faint light limns the target for the duration, granting any
creature that attacks the target’s Defense or Agility 1 boon
to its attack roll. If the target takes damage from any attack,
the spell ends, releasing a wave of destructive energy in a
3-yard radius centered on a point in the target’s space. Each
creature in that area other than you and the target takes 3d6
damage. A creature in the area can make an Agility challenge
roll and takes half the damage on a success.

SANCTUARY (1/2) PROTECTION UTILITY 1
Target One creature you can reach
Duration 1 minute; see the effect
You touch the target, causing it to become hidden from all
creatures for the duration. The effect ends immediately when
the target attacks.

BINDING SHACKLES (2/2) PROTECTION
Target One creature within 1 yard of the ground that you
can see within medium range
Heavy iron chains leap from you toward the target. Make an
Intellect attack roll with 1 boon against the target’s Agility.
On a success, the chains wrap around the target and anchor
themselves at a point on the ground you choose within 3
yards of the target. For 1 minute, the target cannot move
more than 3 yards from that point. A target affected by this
spell can use an action to make a Strength challenge roll with
3 banes and ends the spell on a success.
Attack Roll 20+ The target also takes 1d6 damage from the
constricting chains.

Rank 2:

TIME SKIP (1/1) TIME UTILITY 2
Duration 1 minute
You destabilize your timeline and rapidly jump from the
present into the future and back again for the duration. You
appear to flicker in and out of existence, with echoes of your
past selves appearing around you and then vanishing. Until
the spell ends, you impose 2 banes on attack rolls made
against you, and you make attack rolls with 2 boons.
Aftereffect Make a Strength challenge roll with 1 bane. On a
failure, roll a d6. On an odd number, you appear to grow a bit
younger. On an even number, you appear to grow a bit older.

TIMELY WARNING (1/1) TIME UTILITY 2
Triggered When a creature within medium range that you
can see would take damage or gain an affliction, you can use
a triggered action to cast this spell. You mark in your mind
the exact moment when this event occurred, and then your
future self from a few moments ahead in time travels back to
just before the event to deliver a warning to the triggering
creature. The creature reduces the damage it would have
taken to 0 or removes the affliction it would have gained.
At the end of each round thereafter, you must make a
Will challenge roll with 1 bane. On a failure, you transport
yourself back in time to deliver the warning, disappearing
and reappearing in the space you occupied 1 round later,
which ends the spell. If you become incapacitated before
you can deliver the warning, you and the triggering creature
each gain 1d6 Insanity as time momentarily unravels.

Rank 3:

ACCELERATE (1/1) TIME UTILITY 3
Target One creature you can reach
Duration 1 minute
You touch the target. For the duration, it can take both a fast
turn and a slow turn each round. When the effect ends, the
target becomes fatigued for 1d6 minutes.

FORCEFUL REBUKE (1/1) PROTECTION ATTACK 3
Area Each creature of your choice within 2 yards of you
A sudden blast of magical force slams into each chosen
creature and causes it to take 4d6 damage. A creature that
takes this damage must make a Strength challenge roll with
1 bane. On a failure, the force causes the creature to move 5
yards in a straight line away from you and then fall prone.


Questionnaire:

1) How do others make you feel? I am utterly dispassionate towards the presence of those I am not familiar with. If they are there and I must interact or they seek to interact with me, that is fine. If I am alone, that is fine, too.

For folks I am familiar with, however, it is a different story. Those I would call friends or enemies stir my soul, and the otherwise colorless world gains emotion and meaning.

2) Name one thing you value most. The ideal of justice. I was created to bring people to justice, and the idea that one who has committed a crime faces an ample punishment is core to my creation.

3) What do you fear? What do you hate?
I fear that I might not be able to find meaning in my life, and that my own self-loathing has driven me to this destitute life-style at this remote location. Also spiders.

Spiders. I also hate when people act unbecoming because they know they will face no retribution for their behaviour.

4) What do you desire? What do you love?
I desire direction. After losing my self-control on the hunt for a murderer, I question whether I should continue down that path as it contains meaning, but at the risk of compromising my core values. Finding another direction in my life is a daunting task, but certainly one I am desirous of.

Boy, I sure do love me a good companion. It is difficult to exist without camaraderie, but I feel so detached from the people around me. Making friends is hard, and it's easier not to open myself up.

5) You have (at least) one secret. What is it?
I once had a tryst with a governor's wife. I was given a gift by her to remember her in my exile. The governor suspects, and anyone close to the affair would recognize the gift I was given as belonging to her, so I keep it secreted away on my person whenever possible.

Being unremarkable has helped me to escape anyone suspecting that I might be her paramour, but anyone who recognizes the gift I was given would know immediately who I was.

6) Have you done something Notable? What was it?
I constructed a notable monument, and enormous empty plinth. I hope one day to fill that emptiness with whatever gives me meaning, or at least a physical representation of it.

7) Are you in charge or do you let others take that roll? Do you rebuke authority or revel in it?
Authority doesn't determine what the correct or morally sound course of action is, so the only authority I dislike is that which is misused.

8) Do you follow through on your promises and obligations? Or do you delay or avoid? Do you feel guilty when you don't uphold them?
Promises are logical things. I promise things I can deliver, and I don't promise if I can't. Naturally, I feel just terrible when a promise of mine falls through.

9) What are your opinions on Good and Evil? Do they exist? Or is it all shades of Grey? Where do you see yourself?
It can be difficult to determine what is an absolute good, but when it exists, it should be sought out. I see myself as good, and I sure do abhor evil.

That said, the largest evils in this world are often those who believe they are doing the most good. Understanding one's motives is key to determining right or wrong.

[Spoiler=My Story]
As a detective, I was assigned to a murder investigation in another city. I was unable to discover the culprit, and crossed the line from duty to obsession in the process. I was exiled from that city for offenses committed in the pursuit of the murderer.

I left, dejected, wondering at a life without meaning. Gainful employment was the only direction I had in life. In the face of exile, I arrived in Last Hope, and constructed a monument, an enormous empty plinth to signify the emptiness of meaning my existence contained.


Random Rolls::

Purpose: 1d20 ⇒ 4 Built for War
Form: 3d6 ⇒ (4, 4, 2) = 10 Humanoid
Appearance: 3d6 ⇒ (2, 1, 4) = 7 No facial features or distinguishing marks
Background: 1d20 ⇒ 17 I built a lasting monument in my community
Personality: 3d6 ⇒ (5, 3, 1) = 9 I search for meaning in a world in which I have no place
Profession 1: 1d6 + 1d20 ⇒ (6) + (3) = 9 Exile
Profession 2: 1d6 + 1d20 ⇒ (4) + (2) = 6 Detective
Interesting Thing: 1d6 + 1d20 ⇒ (5) + (17) = 22 A mace made from purple metal with a name etched on the haft
Wealth: 3d6 ⇒ (2, 1, 1) = 4 Destitute

Good Personality 1: 1d20 ⇒ 3 Courageous
Good Personality 2: 1d20 ⇒ 19 Noble
Bad Personality 1: 1d20 ⇒ 3 Rude
Bad Personality 2: 1d20 ⇒ 10 Conceited