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Lord Araketh Krimson Shariyeden Delamber of the Eternal Flame

 

Strength

Dexterity

Constitution

Body

Intelligence

Ego

Presence

Comeliness

 

Physical Defense

Energy Defense

Speed

Recovery

Endurance

Stun

Combat Value

Ego Combat Vu

 

Spells:

Flameblast

Fire Sprites

Flameblade

Flamewall

Summon Salamander

Eternal Flame Armor

Ignite

Hearth

Absorb Flame

Animate Flame

Bouyancy

Merge with Flame

Sense Thermals

Flame Speech

Blessed of Eloah

 

 

Statistics

Skills

Spells

 

 

Experience Spent

Experience Unspent

 

8

20

8

11

23

14

23

23

 

2

2

3

4

6

19

7

5

 

(+2)

(30)

(+4)

(2)

(13)

(8)

(13)

(6)

 

(--)

(--)

(--)

(--)

(+10)

(--)

(56)

 

 

 

(12)

(9)

(9)

(8)

(6)

(5)

(2)

(2)

(1)

(1)

(1x)

(3x)

(2x)

(2x)

(2x)

 

 

 

 

 

(60)

 (56)

(47)

(163)

 

(18)

 

(  0)

 

Magic Skill 14-

Immunity to extreme heat

Extreme longevity

Infrared sight 14-

 

High elf, native language

Trade speech, fluent

Weaver, fluent

 

TF: Horse

Riding 14-

High society 14-

 Well connected

Perk: Highly ranked noble (out of favor -1)

Perk: Warlord-priest Eloah

Perk: Knight of Eternal Flame

Contact: Weaver Zigmund

Contact: Warhaven Sound Triad mercenaries

 AK: Elf holdings 11-

AK: Warhaven Sound 8-

 Scholar

KS: Disciplines of magic 11-

KS: Religion of Eloah 11-

KS: Religion of Hawwa 11-

KS: Human Religions 11-

 

WF: Swords

Offhand parry

4 levels with flameblade, flameblast, fire sprites

 

 

(3)

(3/1)

(3/1)

(5/3)

 

(--)

(2)

(1)

 

(--)

(3)

(3)

(3)

 

(5/1)

(2/1)

(2/1)

(2/1)

 

(2/1)

(--)

(1)

(3)

(1)

(1)

(1)

(1x)

 

(1)

(1)

(12)

(46)

 A lesser prince of the elven court, Lord Delamber’s political party has been out of power for most of his centuries long life.  He has spent much of his time as a traveler, working as a mercenary wizard to meet his financial needs.  More than Two centuries ago, he met and fell in love with a drow priestess of the Hawwa Cult, oppositional to his own.  For a time, both set aside their differences and their religious duties, and spent decades enjoying a separate peace.  Both cults considered them traitors and hunted them.  Eventually, Arachel’s brother, Rahk, discovered their secret garden and attacked with a small force of Hawwa Warrior-Priests.  He intended to kill Krimson and force his sister to return home.  But she threw herself in front of an attack meant for her lover, and died in his arms.  Delamber rose up in a white rage and fought against the assassins, killing the lesser sorcerers and leaving Rahk scarred for life.  Finally, Rahk struck him down with a blast straight from the heart of winter and left him for dead.  The drow bore his sister’s body home and laid her to rest.  Lord Delamber survived, health and heart broken.  Where once he took comfort in solitude, now it brings only loneliness, and he seeks out the company of others, even short lived human kind.

Flame Blast

As he gestures and chants in high elf, a ball of flame coalesces in his hand and shoots out to hit the target.

 Power: 10d6 Energy Blast

Advantages: None

Limitations: 14- Activation roll -½, gestures and incantations - ½, side effects 8d6 explosion in his hex -1, full phase action -½, no knockback -¼, full power only -¼, 16 charges -0 (3/4)

Notes: None

Endurance Cost: 0

Active Cost: 50

Real Cost: 12

 Fire Sprites

A nearby fire flares up, and bits of it spring off in groups of five to form little faerie spirits of flame.  Dancing and whirling about, they light on their targets, setting little fires, then dash off to circle and land again.

 Power: 1d6 RKA Energy

Advantages: Autofire 5x +½, area effect 1 hex +½ , indirect +¼, 6 (32) one turn recoverable continuing charges +1 ¼ (one fire can only provide 6 charges = 30 sprites.  Charges may be recovered by starting or accessing a different fire.)  (2.5/3.5)

Limitations: OIF existing fire -½; gestures, incantations, concentrate at 0dcv to cast -1; 14- activation roll -½; side effects: sprites attack everyone in the area at random, including Krimson -1; full phase to cast -¼; costs end-½, not under water or in heavy rain -¼; no knockback -¼  (4.5/5.5)

Notes: Deluging the sprites with water will extinguish them.

Endurance: 5

Active Cost: 52

Real Cost: 9

 

Blessed of Eloah

Beloved of the Goddess, her priests are not burned by her flames.

 

Power:  5ed Armor

Advantages: None

Limitations: 14- Activation ego roll -½, by Eloah’s permission -½ , only versus fire -1, visible aura -¼ (2.25/3.25)

Notes: None 

Endurance: 0

Active Cost: 7

Real Cost:  2 experience

Absorb Flame

Krimson thrusts his hand or steps into flame and the flame is absorbed by his flesh, licking up the outside of the armor and slipping into the seams.

 

Power: 1d6 energy absorption to body

Advantages: None

Limitations: 14- activation -½, side effects: takes 6d6 nnd damage from uncontrolled feedback -1, only vs flame or heat -½ , visible -½

Notes: A subtle presence attack, to walk into an inn on a cold nice and thrust chilled hands into the heart of the fire.

Endurance: 1

Active Cost: 5

Real Cost: 1

 

Flame Blade

The blade of the regular sword disappears and is replaced by a rod of flame.

 Power: 3d6 RKA Energy

Advantages: Trigger +¼ (swinging in an arcane symbol pattern), 12 continuing 1 minute charges +½  (can be extinguished by repeating the trigger) (.75/1.75)

Limitations: 14- activation roll -½, concentrate to cast -½,  OAF sword -1, gestures to cast -¼, incantations to cast ¼, no range -½, side effects: 8d6 explosion -1, sword does no normal damage -½ (the original blade disappears, reappears when extinguished), 1 hour to cast -2 ½, full power only -¼, +3 vs enemy visibility -¼ (7.5/8.5)

Notes: Generally a continuing charge means the recipient of the first attack gets hit with the attack for that length of time.  For this spell, a continuing charge means the sword is aflame for that length of time.  The sword will remain lit if taken from krimson or he is knocked unconscious.  However, only someone with immunity vs heat could pick it up or use it, as the pommel gets extremely hot.

Endurance: 0

Active Cost: 70

Real Cost: 9

 

Flame Wall

At a broad gesture, a wall of flame leaps up to englobe or block an area.

 

Power:  10pd/10ed force wall w/1 pip transform damage shield, lights fire

Advantages: None on force wall.  Transform has damage shield +½, cumulative +½, sticky +½

Limitations: Force wall: concentrate to cast -½, gestures and incantations to cast -½, 14- activation -½, no range -½, side effects: 6d6 area  effect fire burns out of control -1, 6 one turn continuing charges -0, full phase action -½, wall takes 2x damage from water based attacks -¼.  (5.75/6.75)

Transform: all above, plus linked -½ (6.25)

Notes: None

Endurance: 0

Active Cost: Force Wall 50, Transform 10

Real Cost: Force Wall 7, transform 1 = 8

 

Flame Speech

Krimson concentrates on a fire before him, thinking of a fire elsewhere.  Each fire becomes a mirror of the other’s surroundings.  When he is fevered or very drunk, fires near him become a mirror of his dreams.

 

Power:  Mind link

Advantages: Four minds at any distance

Limitations: Concentrate 0dcv -1; 15- act roll -¼; incantations and gestures -1, bulky focus (fire)  -1½, takes 1 hour -2½ anyone at either fire can see -½, like a vidphone can only speak and show current events—not memories or thoughts -½, mental power based on con—make a con roll to shake off images -½, if he is fevered or drunk dreams are shown in fires around him-¼ SE fires explode 6d6N -1  (9/10)

Notes: An awkward power to create under the rules, a certain element of GM fiat was needed to make this work.

Endurance: 0

Active Cost: 25

Real Cost:  2 experience

Summon Salamander

. Krimson casts the trigger magic, his head snaps back, and he screams as fire pours out of his mouth and eyes to form a salamander in the air.  Krimson drops like a puppet whose string were cut. Through a previously made pact with an elemental force from another plane, Krimson has called forth a creature native to that plane.  This creature is a servant of that elemental force, and will honor Krimson’s contract with that force.  If Krimson is killed or the creature is killed on our plane, it is simply drawn back to that plane, as it has no true life here.

 

Power: Summon 150 point fire elemental

Advantages:  Trigger +¼  (.25/1.25)

Limitations: Preliminary casting: Spells must be cast on ground consecrated to Eloah, immobile -1, expensive OAF expended -1½ (requires a bribe to the salamander of gemstones or valuables), takes 5 hours to cast -2½, costs end -1/2  When triggered: 14- activation roll -½; concentrate 0dcv; gestures and incantations to trigger -1; side effects 6d6 stun drain if activation roll succeeds, stun dribbles back after 1 hour as salamander is sucked through portal (back into Krimson’s eyes and mouth) or will return immediately upon Salamander’s voluntary return -1 (10/11)

Notes: Unless there is a healer present who can replace the lost stun, he will remain unconscious while the salamander is in play.  It’s sort of an odd approach to multiform.  As the end of the allotted hour approaches, little bits of the salamander begin to break off and fly back into Krimson, slowly replacing the drained stun.  The preliminary spell can be cast in any temple of Eloah, or Krimson can consecrate fresh ground to Eloah through a 5 hour ritual.

Endurance Cost: 14 when casting preliminary spell, none when triggered

Active Cost: 69

Real Cost: 6

 

 

 

Eternal Flame Armor

Krimson begins his spell with regular metal based armor.  He creates a large fire around the armor, and over a five hour period essentially smelts the existing armor into a form and shape pleasing to him.  This armor is generally in the fashion worn by Knights of the Eternal Flame, elaborate detail and of a gold so dark it seems black, with ruby highlights.  This magical reformation process refines out all impurities and transforms it into a substance more magic than metal, durable and lightweight.  It also imbues the armor with an aura of magic, readily discerned by “detect magic” ability.

 

Power: 13pd/11ed armor

Advantages: None

Limitations: Five hours to cast -3, OIF armor or equivalent metal -½, 14- activation roll to cast -½, gestures to cast -¼, incantations to cast -¼, side effects: 6d6 explosion as brittle fragments of half molten metal explode -1 (5.75/6.75)

Notes:  Rather than using existing armor, he can use an equal quantity of metal in any shape.  This will add up to 3 hours to spell duration, as he must shape it more.

Endurance:  0

Active Cost:  36

Real Cost:  5

 

Buoyancy

When the land sank beneath the seas and the mercenary life became a naval one, Krimson studied the properties of buoyancy and added them to his armor spell.

 

Power:  +1” swimming

Advantages: Persistent -½

Limitations: OIF armor -½

Notes: The armor floats.  It is weighted so that it floats face up, the shoulder flanges provide some stability. 

Endurance: 0

Active Cost: 1

Real Cost: 1 experience

Ignite

Krimson focuses on a flammable object and it blossoms into flame.

 

Power:  1 pip transform

Advantages: Cumulative -½

Limitations: Concentrate 0dcv -½; 14- act roll -½; OAF flammable -1 (2/3)

Notes: As this is one pip at a time it will require as many phases as the object has body to consume it. 

Endurance: 1

Active Cost: 7

Real Cost: 2

 

Hearth

A small flame blooms in Krimson’s cupped palm, providing warmth &  light.

 

Power:  Change environment: change temperature to 80° and lighting to bright candle light in a 2” radius.

Advantages: Endurance reduced by ½ to 0 +¼

Limitations: Concentrate to cast -½, gestures and incantations to cast -½, no range -½, side effects: 2d6 area effect nnd extreme heat -1, requires shelter     -½, full phase to cast -¼ (3.75/4.75)

Notes: While this spell costs no endurance, it is not persistent.  Krimson must be awake to keep it going, it will flicker out if he falls asleep. 

Endurance: 0

Active Cost: 12

Real Cost: 2

 

 

Animate Flame

Flame will leap up or out, travel along a flammable surface, increase or diminish at he wills.

 

Power:  7 strength telekinesis versus fire

Advantages: None

Limitations: Concentrate at 0dcv throughout -1; 14- act roll -½; incantations and gestures throughout -1, side effects: 2 ½ d6 transform explosion sets any nearby objects on fire -1, only vs flame -1 (3.5/4.5)

Notes: This power is versus the fire itself, not the burning object. 

Endurance: 7

Active Cost: 1

 

Merge with Eloah

Krimson calls this aspect of the goddess into himself, the fire flows form the object that is on fire into him, extinguishing fire.

 

Power:  6 ½ d6 dispel versus flame

Advantages: None

Limitations: Concentrate 0dcv -½; 14- act roll -½; full phase -½, incantations and gesture -½ , side effects: 6d6 nnd to Krimson, can’t control incoming heat -1, no range -½, full power only -¼, only by permission of Eloah -½  (4.25/5.25)

Notes: None 

Endurance: 2

Active Cost: 19

Real Cost: 3 experience

 

Sense Weather Change

Krimson reaches to the thermals to sense their movement and impact on weather.

 

Power:  Detect weather changes

Advantages: Discriminatory ranged detect with increased maximum range +¼  

Limitations: Concentrate 0dcv -1; 14- act roll -½; incantations and gestures -1, 8 charges -½, bulky focus (fire)  -1½, takes 5 minutes -2 (6.5/7.5)

Notes: None 

Endurance: 0

Active Cost: 19

Real Cost:  2 experience

Disadvantages

¨   Watched by faction currently holding elven throne.  They fear, as a high ranking member of the opposition party, that he might sponsor a coup.  More powerful, xnci, imprison or blackmail (5)

¨   Hunted by radical members of the elven Royal faction who feel it’s safer to kill him now, 8-  (10)

¨   Hunted by Rahk Shariyedan, drow brother to his lost love, who blames him for her death.  He is a priest of the Hawwa cult.  Mp, xnci, 8-, duel to the death.  (10)

¨   Haughty, proud, arrogant.  (5)

¨   Passionate, hedonistic (15)

¨   Temper  (5)

¨   Distinctive looks, high elf, abundant flame colored hair, yellow eyes, not concealable, causes prejudice (15)

¨   Rivalry with noble elven members of Royal faction  (5)

¨   “Age”, actually physical frailty as the result of injuries from combat with Rahk several centuries ago, health broken (5)

 

Possessions

¨   Oiled leather cloak with fox fur collar

¨   Lighter weight military issue wool cloak

¨   Riding breeches and travel clothes

¨   High elven court finery in sealed bag

¨   High quality rapier with jeweled hilt

¨   Fighting dirk

¨   Boot knife military issue

¨   Flint and tinder

¨   Extra warm bedroll

¨   Flask of kerosene

¨   Travel cakes in sealed bag

¨   Signet ring of Delamber noble house

¨   Simple knight’s belt and chain

¨   Coal bin with extra coal personal use

 

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Last updated: 03/21/03.