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croiduire:orbs:characters:shadow_wars:uduak

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Uduak

Full Name Uduak
Player
Game (Context) The Orbs of the Dead God (Shadow Wars)
Race/Species Alcanti
Gender Female
Height 6 ft 10 in
Weight 700 lbs
Age 12,535
Apparent Age1)
Hair Hairless
Eyes Red
Skin Silver-grey

Character Sheet

Class and Level Robocop 20
Kit Alcanti
Alignment Lawful Neutral

Tracking

Current Base Notes
Hit Points 100 100 No current injuries.
Power Points 162 162
Fatigue Points 20 20 Fresh
Experience (Robocop) 3,750,000 3,750,000 Next Level: No further advancement possible

Ability Scores

Score Current Base Notes
Strength 18/99 18/99 Attack Adj.: +2; Damage Adj.: +5; Weight Allowance: 235 lbs; Max Press: 380 lbs; Open Doors: 15(3); Bend Bars/Lift Gates: 35%
Dexterity 18 18 Missile Adj.: +2; Reaction Adj.: +2; Armour Class: -4
Constitution N/A N/A Special: See Background & Notes
Intelligence 16 16 Bonus Languages/Proficiencies: 5
Wisdom 16 16 Magic Defence Adj.: +2
Charisma 16 16 Comeliness Modifier: +2; Initial Reaction Adj.: +7; Loyalty Base: +6; Max. Number of Henchmen: 10
Perception 17 17 Find/Rem. Traps bonus: +5%; Detect Noise bonus: +10%; Detect Assassin bonus: +5%; Detect Illusion bonus: 5%; Tracking bonus: +10%/+2
Comeliness 16 16 Charisma Modifier: +2

Combat Statistics

Current Base Notes
THAC0 11 11 Melee: 9; Missile: 9
Armour Class With Dexterity Adjustment, trunk: AC -4; arms & legs: AC 0; hands, wrists, neck & head: AC 2 Trunk: AC 0; arms & legs: AC 4; hands, wrists, neck & head: AC 6 Symbiont absorbs the first 50 hp of damage if Uduak is struck where it covers her

Attacks

Weapon Init. Attacks THAC0 Damage Range
Melee Missile Short Medium (-2) Long (-5)

Saving Throws

Paralysation, Poison, & Death Magic 2
Petrifaction & Polymorph 3
Rod, Staff, & Wand 4
Breath Weapon 4
Spell 4

Weapon Proficiencies

Proficiency Level Slots Notes

Nonweapon Proficiencies

Proficiency Score Attribute Slots Notes
Agriculture 20 Intelligence + Wisdom, divinely enhanced 2 Includes knowledge of seed selection and preservation
Alchemy 15 Intelligence -1 2
Ancient History 15 Intelligence -1 2
Ancient Languages 16 Intelligence +0 1
Animal Handling 17 Wisdom + Perception, averaged +1 1
Direction Sense 16 Wisdom + Perception, averaged +0 1
Distance Sense 16 Wisdom + Perception, averaged +0 1
Investigation 14 Intelligence + Perception, averaged -2 1
Observation 16 Intelligence + Perception, averaged +0 1
Read/Write 17 Intelligence +1 2 Includes the ability to read and write dwarven runes and other ancient alphabets.
Religion 16 Intelligence + Wisdom, averaged +0 Bonus
Weather Sense 16 Wisdom + Perception, averaged +0 1 A proficiency check can be made once every six hours; +1 bonus for every six hours of observation

Languages

Common, Draconic, Dwarven, Elvish, Gnomish, Goblinoid, Orcish, Sylvan

Powers

Replenishing Power

Power Points 162 Every time all of Uduak's power points have been expended she must consume 48 ounces of oil of vitriol combined with 80 ounces of water to replenish them. Every pound of sulphur-bearing ore yields 1d4 ounces of oil of vitriol; a maximum of 10 lbs of ore can be processed at any one time; processing takes a full day and requires an alchemical laboratory plus the time to collect/mine the ore (2d20 hrs). Alternatively, there is a 25% chance per alchemist visited that it will be available for purchase for (1d6+4) x 20 gold/8 ounces. Rather than paying, an Alcanti can also try to intimidate, charm, suggest, dominate, etc. However, if the Alcanti returns to an alchemist previously taken unfair advantage of and tries that a second time, charm and suggestion will not work, and the target saves against domination at +6…a small safeguard the gods emplaced lest the Alcanti abuse their powers for their own benefit.

Utility Powers

Teleport Without Error 15 pp to activate. Additional 5 pp for every 250 lbs, or fraction thereof, above 250 lbs initial allowance, 10 additional pp for every 250 miles, or fraction thereof, over the first 250 miles achieved by activation; can carry a maximum of 1050 lbs above her own weight. Uduak can teleport herself and 50 lbs of gear 250 miles at a cost of 25 pp; 1500 miles costs 75 pp.
Light 1 pp to activate. No material components necessary, otherwise, as per spell except can only be cast upon the caster himself. Produces about 40 lumens (3 candlepower).
Greater Light 5 pp to activate. No material components necessary, otherwise, as per spell. Lasts twice as long (40 turns); produces twice as much light (about 80 lumens/6 candlepower).
Continual Light 10 pp to activate. No material components necessary, otherwise, as per spell.
Sending 25 pp to activate. No material components necessary, otherwise, per spell.
Permanency 150 pp to activate. Per spell, plus all Defensive Powers used within personal fortress.

Command Powers

Power Word "Hold" 25 pp to activate. Can affect a total of 150 hp/casting. Affects people, animals, monsters, and undead. Range: 20 yds; duration: 10 rounds. If attempting to hold more than 150 hp, target(s) with highest lvl will be free of effect, until total affected is reduced below 150 hp.
Tongues 10 pp to activate, 5 pp per additional turn. Otherwise, per spell. Available as a permanent effect.
Suggestion 15 pp to activate. No material components necessary, otherwise, per spell.
Mass Suggestion 30 pp to activate. No material components necessary, otherwise, per spell.
Eyebite 25 pp to activate. Does not affect Alcanti or Shadow, otherwise, per spell.
Charm 10 pp to activate. Can affect people, animals, and monsters. Otherwise per Charm Person or Mammal spell.

Offensive Powers

Lightning Bolt 15 pp to activate. No material components necessary, otherwise, per spell.
Chain Lightning 30 pp to activate. No material components necessary, otherwise, per spell.

Defensive Powers

Are only available to an Alcanti in his fortress.

Spectral Force 30 pp to activate. No material components necessary, otherwise, per spell.
Advanced Illusion 50 pp to activate. No material components necessary, otherwise, per spell.
Permanent Illusion 150 pp to activate. No material components necessary, otherwise, per spell.
Programmed Illusion 75 pp to activate. No material components necessary, otherwise, per spell.
Screen 150 pp to activate. No material components necessary, otherwise, per spell.
Guards and Wards 75 to 150 pp to activate, depending on complexity. No material components necessary, otherwise, per spell.
Vacancy 50 pp to activate. No material components necessary, otherwise, per spell.
Mirage Arcana 100 pp to activate. No material components necessary, otherwise, per spell.
Simulacrum 100 pp to activate. No material components necessary, otherwise, per spell.
Monster Summoning I 50 pp to activate. No material components necessary, otherwise, per spell.
Monster Summoning II 75 pp to activate. No material components necessary, otherwise, per spell.
Monster Summoning III 100 pp to activate. No material components necessary, otherwise, per spell.
Monster Summoning IV 125 pp to activate. No material components necessary, otherwise, per spell.
Monster Summoning V 150 pp to activate. No material components necessary, otherwise, per spell.

Inventory

Item Quantity Type Description & Notes
Symbionts 4 Protection & Life Support Description in history
Tool Kit 1 General Part of portable pack/survival kit; includes 1 extra vial of Oil of Vitriol
Fortress 1 Residence Ancient, filled with deadly traps and exotic treasures…the usual guff
Complete Alchemical Laboratory 1 General Fully equipped, with components stockpiled for the upcoming cometary pass; in fortress
Oil of Vitriol 18 Consumable Supplies Full 48 oz vials stored in Alchemical Laboratory

Background & Notes

Symbionts

Second Skin Armour is the name people use to describe a strange and mysterious magical artefact, very rare and very precious--only a scant handful have ever been discovered…

The Alcanti call it the Symbiont and know it is one of their greatest strengths and greatest vulnerabilities; an integral component of their operation, it provides the power for day-to-day functioning and for repair in the event an Alcanti is damaged. It has 50 hp, and--for good or ill--absorbs the first 50 hp of damage delivered to its wearer; damage above 50 usually, but not always, kills it. It appears black to mortal eyes, but it's not…if a thin film is spread out in bright light it becomes apparent that it's a very dark green due to the chlorophyll it contains. It must receive several hours of sunlight (or Continual Light containing the same full spectra as sunlight) nearly every day to stay healthy, and thereby useable. When an Alcanti wears this organic construct it transfers energy to him; in return it draws nutrients (predominantly nitrogen, phosphate, and potassium) and water from him in obligate mutualism.

Just like organic people, Alcanti need to drink fresh water every day (or as close to that optimum as they can get). They can take in nitrogen from the air (while they don't precisely breathe, in the way that people do, they have a respiratory system to permit normal speech including lung analogs where gas absorption takes place) and every one to two months they need to consume potash and apatite or guano (most Alcanti prefer the mineral forms to guano, but actually guano serves the same essential purpose, and provides all three necessary nutrients).

When a Symbiont is touched by an Alcanti, or certain organic races, it flows up to completely cover his body. The wearer has to push the Symbiont back from those places he doesn't want covered, usually the head and hands, although some allow it to flow up and form a cowl leaving only the face exposed. The Symbiont itself will not cover the soles of the feet or wherever it will be subjected to constant abrasion, or where the hair covering is so thick it can not feed. It can be trained to conform to the preferences of its customary wearer; after three or four wearings with the same configuration, it will flow to the limits previously set and no further. It will not attach itself to scaled or furred creatures, but the relatively sparse hair on humans, elves, and dwarves does not impede its feeding; it will accept them as hosts.

Each day an Alcanti does not wear his Symbiont he loses 1 hp. When he is reduced to 0 hp, he stops functioning; he doesn't die, and can be revived if some external force places a Symbiont on his body, but he is completely defenceless and very easy to kill. If a healthy Symbiont is placed on an Alcanti that has "powered off" it will take him 2 days to revive; he must have acquired 10 hp before active operation can be restored. He will have no memory of anything that occurred while he was unpowered. If an Alcanti has been injured, a healthy Symbiont can restore 5 hp/day as well.

Unlike the Alcanti, Symbionts can, and must, reproduce; they only have a lifespan of between 750 and 1000 years. Once every 100 to 200 years a Symbiont will start to writhe, putting out small, spiky protrusions. In time one of these will grow until it's about a foot long, thicken into a rounded (sausage-like) shape, and then the base where it connects to its "mother" will start to constrict until the bud has completely detached. The baby Symbiont must be carefully nurtured; the easiest way to do this is to allow it to attach to the same host as its parent. The parent will flow to allow the bud access to nutrients and sunlight. When it reaches about half its mature size, it can be removed and wearing can be alternated. The immature Symbiont will flow to cover the host, but it's thin and has only half the hp of a mature specimen.

Fatigue

An Alcanti does not--can not--sleep, but he is organic enough that he does tire. Every time he uses his powers, fights for five minutes, or engages in vigorous exertion for ten minutes, he loses one fatigue point. When he is reduced to zero he can do absolutely nothing until he has rested, not even walk or raise a weapon in self-defence. It takes two minutes of complete rest to recover one fatigue point. Any activity, even something as non-strenuous as walking, doubles the time needed. If an Alcanti is injured he tires more quickly and takes longer to recover. If he is between 25 and 50% down, he loses two fatigue points every time he uses his powers, fights for five minutes, or engages in vigorous exertion for ten minutes, and needs three minutes to recover one point, between 51 and 75% down, he loses three fatigue points every time he uses his powers, fights for five minutes, or engages in vigorous exertion for ten minutes, and needs four minutes to recover one point, between 76 and 100% down, he loses three fatigue points every time he uses his powers, fights for five minutes, or engages in vigorous exertion for ten minutes, and needs four minutes to recover one point.

Unusual or Altered NWPs

  • Alchemy: Intelligence -1 (2)

Alcanti are well-versed in all aspects of laboratory technique, scientific method, the proper way to conduct experiments, and the properties of various chemicals, reagents, and substances. If they have access to their laboratories, they can use their knowledge to identify unknown elements or compounds, create small doses of acids, incendiaries, or pyrotechnical substances, or brew certain potions.

Identifying substances or samples of unknown material requires 1 to 4 days and a successful proficiency check. Simple materials, such as powdered metals or ores, provide the alchemist with a +1 to +4 bonus on his check, at the DM’s discretion. Rare, complex, or damaged or incomplete samples might impose a –1 to –4 penalty.

Other than oil of vitriol, Alcanti must pass a proficiency check in order to successfully manufacture a substance; creating dangerous substances such as acids or burning powders takes, on average, 1d3 days and (1d4+1) x 10 gp per vial, or 2--7 (1d6+1) days and (4d4+4) x 10 gp per flask, modified by the substance (for example, producing glacial acetic acid is obviously going to take considerably longer and be more expensive and risky than making simple vinegar; if they want to make fluoroantimonic acid they can probably do it, but that would be--or was--a lengthy quest in and of itself, first obtaining the magical or blessed vessels to contain it, then gathering the materials for each step and passing literally dozens of proficiency checks). Failing a proficiency check with a natural roll of 20 might result in an explosion or other mishap that exposes the Alcanti, or anyone else in the immediate area, to the effects of both the blast and the substance, and damages the laboratory for up to 10%–60% or 1d6 x 10% of its construction value, again depending on the substance being made. If he was making carbolic acid, he'd probably have to do some repainting…

When used as a weapon, acid damage is variable, depending on the acid and its concentration, and will be arbitrated on a case-by-case basis. It is apt to be considerably greater than the value given in the PHB.

Incendiaries ignite when exposed to air. A flask of incendiary liquid inflicts damage no less than that of burning oil (2d6 points in the first round and 1d6 in the second.) Incendiary powders or liquids can easily start fires if used on buildings, dry brush, or other such surfaces.

Pyrotechnic materials resemble incendiaries, but create clouds of billowing smoke. A vial creates a cloud of smoke 5 feet high by 5 feet wide by 5 feet deep, obscuring vision. A flask creates a cloud of smoke 10 feet high by 10 feet wide by 10 feet deep. The clouds persist for 1d3 rounds, depending on the wind and other conditions.

Astronomy

The night sky as seen from the continent of Tamaranth is a brilliant and beautiful thing, crowded with stars in a hundred constellations, and jewelled with seven moons and five planets.

The major moons are Candra, the largest moon, and Lixue, only slightly smaller but far enough out that it appears to be only two-thirds the size. Its orbit is permanently 45º ahead of and above Candra. The minor moons are Nuala, Ophira, Malana, Kyros and Halle. Of the seven moons, the five minor moons are small enough that their effect on tides is negligible. Together the two major moons have an effect similar to Luna on Terra insofar as the length of day and other rotational effects are concerned, but the tides differ a little in that all areas experience a mixed semidiurnal tide cycle, with Lixue acting as an intensifier.

The planets of Tamarsphere are Iliana, rocky planet closer to the sun than Tamaranth; Marnin, a rocky planet further from the sun than Tamaranth, ice covered and very bright; next out is Morathi, a medium sized gas giant; then Esus, the largest gas giant in the sphere; and Tethra, the gas giant furthest out, midway in size between Morathi and Esus.

Personality Chart

Primary Motivators Sense of Humour
Emotional Disposition Sexuality
Moodiness Orientation
Core Traits Libido
Outlook Expressiveness
Integrity Expressive Style
Impulsiveness Openness
Boldness Promiscuousness
Flexibility Religion & Spirituality
Affinity Adherence
Comportment Tolerance
Interactivity Expression
Disclosure Conversion
Conformity Attitude
Topics of Conversation
Quirks, Habits, & Oddities
Hobbies & Enjoyments
See http://rpg.ashami.com/ for reference

Character Questionnaire

The Basics

What is your full name?
FIXME
Where and when were you born?
FIXME
Who are/were your parents? (Know their names, occupations, personalities, etc.)
FIXME
Do you have any siblings? What are/were they like?
FIXME
Where do you live now, and with whom? Describe the place and the people.
FIXME
What is your occupation?
FIXME
To which social class do you belong?
FIXME
Do you have any allergies, diseases, or other physical weaknesses?
FIXME
Are you right- or left-handed?
FIXME
What words and/or phrases do you use very frequently?
FIXME
What do you have in your pockets?
FIXME
Do you have any quirks, strange mannerisms, annoying habits, or other defining characteristics?
FIXME

Growing Up

How would you describe your childhood in general?
FIXME
What is your earliest memory?
FIXME
How much schooling have you had?
FIXME
Did you enjoy school?
FIXME
Where did you learn most of your skills and other abilities?
FIXME
While growing up, did you have any role models? If so, describe them.
FIXME
While growing up, how did you get along with the other members of your family?
FIXME
As a child, what did you want to be when you grew up?
FIXME
As a child, what were your favourite activities?
FIXME
As a child, what kinds of personality traits did you display?
FIXME
As a child, were you popular? Who were your friends, and what were they like?
FIXME
When and with whom was your first kiss?
FIXME
Are you a virgin? If not, when and with whom did you lose your virginity?
FIXME
Describe any influences in your past that led you to do the things you do today.
FIXME

Past Influences

What do you consider the most important event of your life so far?
FIXME
Who has had the most influence on you?
FIXME
What do you consider your greatest achievement?
FIXME
What is your greatest regret?
FIXME
What is the most evil thing you have ever done?
FIXME
Do you have a criminal record of any kind?
FIXME
When was the time you were the most frightened?
FIXME
What is the most embarrassing thing ever to happen to you?
FIXME
If you could change one thing from your past, what would it be, and why?
FIXME
What is your best memory?
FIXME
What is your worst memory?
FIXME

Beliefs And Opinions

Are you basically optimistic or pessimistic?
FIXME
What is your greatest fear?
FIXME
What are your religious views?
FIXME
What is your political ideology?
FIXME
What are your views on sex?
FIXME
Are you able to kill? Under what circumstances do you find killing to be acceptable or unacceptable?
FIXME
In your opinion, what is the most evil thing any human being could do?
FIXME
Do you believe in the existence of soul mates and/or true love?
FIXME
What do you believe makes a successful life?
FIXME
How honest are you about your thoughts and feelings (i.e., do you hide your true self from others, and in what way)?
FIXME
Do you have any biases or prejudices?
FIXME
Is there anything you absolutely refuse to do under any circumstances? Why do you refuse to do it?
FIXME
Who or what, if anything, would you die (or otherwise go to extremes) for?
FIXME

Relationships With Others

In general, how do you treat others (politely, rudely, by keeping them at a distance, etc.)? Does your treatment of them change depending on how well you know them, and if so, how?
FIXME
Who is the most important person in your life, and why?
FIXME
Who is the person you respect the most, and why?
FIXME
Who are your friends? Do you have a best friend? Describe these people.
FIXME
Do you have a spouse or significant other? If so, describe this person.
FIXME
Have you ever been in love? If so, describe what happened.
FIXME
What do you look for in a potential lover?
FIXME
How close are you to your family?
FIXME
Have you started your own family? If so, describe them. If not, do you want to? Why or why not?
FIXME
Who would you turn to if you were in desperate need of help?
FIXME
Do you trust anyone to protect you? Who, and why?
FIXME
If you died or went missing, who would miss you?
FIXME
Who is the person you despise the most, and why?
FIXME
Do you tend to argue with people, or avoid conflict?
FIXME
Do you tend to take on leadership roles in social situations?
FIXME
Do you like interacting with large groups of people? Why or why not?
FIXME
Do you care what others think of you?
FIXME

Likes And Dislikes

What is/are your favourite hobbies and pastimes?
FIXME
What is your most treasured possession?
FIXME
What is your favourite colour?
FIXME
What is your favourite food?
FIXME
What, if anything, do you like to read?
FIXME
What is your idea of good entertainment (consider music, social events, theatre, art, etc.)?
FIXME
Do you smoke, drink, or use drugs? If so, why? Do you want to quit?
FIXME
How do you spend a typical night without work the following day?
FIXME
What makes you laugh?
FIXME
What, if anything, shocks or offends you?
FIXME
What would you do if you had insomnia and had to find something to do to amuse yourself?
FIXME
How do you deal with stress?
FIXME
Are you spontaneous, or do you always need to have a plan?
FIXME
What are your pet peeves?
FIXME

Self Images & Etc.

Describe the routine of a normal day for you. How do you feel when this routine is disrupted?
FIXME
What is your greatest strength as a person?
FIXME
What is your greatest weakness?
FIXME
If you could change one thing about yourself, what would it be?
FIXME
Are you generally introverted or extroverted?
FIXME
Are you generally organized or messy?
FIXME
Name three things you consider yourself to be very good at, and three things you consider yourself to be very bad at.
FIXME
Do you like yourself?
FIXME
What are your reasons for being an adventurer (or doing the strange and heroic things that RPG characters do)? Are your real reasons for doing this different than the ones you tell people in public? (If so, detail both sets of reasons…)
FIXME
What goal do you most want to accomplish in your lifetime?
FIXME
Where do you see yourself in 5 years?
FIXME
If you could choose, how would you want to die?
FIXME
If you knew you were going to die in 24 hours, name three things you would do in the time you had left.
FIXME
What is the one thing for which you would most like to be remembered after your death?
FIXME
What three words best describe your personality?
FIXME
What three words would others probably use to describe you?
FIXME
1)
Earth human equivalent
croiduire/orbs/characters/shadow_wars/uduak.1584136902.txt.gz · Last modified: 2020/03/13 15:01 by Croi Duire