Noximilien's page

5 posts (394 including aliases). No reviews. No lists. No wishlists. 4 aliases.


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Post 1


Test 3

3d20 - 3d6 ⇒ (7, 14, 1) - (3, 1, 4) = 14


Test 1

3d20 - 3d6 ⇒ (20, 2, 6) - (4, 5, 6) = 13


Name: Hydrand
Ancestry: Clockwork
Gender: Hm?
Age: 5
Level: 1
Lifestyle: Destitute
Appearance: Human, 6', utterly unremarkable
Personality: Rude and Courageous
Background: I constructed a monument in my city.

Strength: 11
Agility: 8
Intellect: 9
Will: 9

Perception: 9
Defense: 13
Health: 11
Healing Rate: 2

Size: 1
Speed: 8
Power: 0

Damage: 0
Insanity: 0
Corruption: 0

Spoken Languages: Common

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

Written Languages: Common

Professions:
Martial (Detective)
Wilderness (Exile)

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.
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
You either learn one spell or gain Grind the Gears.
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:

(Write in these if you ever gain a quirk or mark of Darkness)

Paths and Path Abilities:

(Write here your Paths and class abilities when you gain them).

Novice Path:

Expert Path:

Master Path:


Equipment:

You have a club or sling with 20 stones, rags, and a pouch
containing Bits: 1d6 ⇒ 3. A mace constructed from a purple metal with a name etched on the haft.

Spellcasting:

Tradition:
Tradition Special:
Rank 0:
Spell Name (2/2): Description.

Rank 1:
Spell Name (1/1): Description.

For each tradition, write the name of the tradition, any special features about that tradition (for example, Battle Madness), each spell you know followed by the current and daily number of castings and a description.

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


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