Post by MobiusFlip on Aug 25, 2018 2:10:35 GMT
Name: Aghr’ngul Abholoshupadgh
Username: N/A
Race: Cthulite
Class: NPC
Role: N/A
Profession: Cursemaster
Languages:
R'lyehoth - Fluent
Human Language - Fluent
Level: 1
Abilities:
Racial Ability: Multi-Limbed - You're able to manipulate more items more efficiently than the average humanoid. You may take a 4th action per turn if it involves manipulating a non-weapon item.
Racial Drawback: Offputting - You look so much like a monster that NPCs in PVP enabled zones will attack you on sight if you don't have a regional rep of at least 20. (NPCs played by other players not affected... unless they want to be.)
Bloodbound Blitzbolt - Moderate - A mass of swirling dark red energy is launched at a target, dealing Light Dark and Plasma damage. The caster can choose to fuel the spell with their own life-force, inflicting a Light wound on themself. If so, the bolt deals Moderate damage and will actively seek out targets, making it unable to be dodged. This applies only if the target is something of flesh and blood; if used on some sort of fleshless golem or construct, it will still deal Moderate damage, but can be dodged normally.
Equipped Items:
Ring of the Ephemeral Plane - A cursed ring that grants its wearer the ability to slip partways into another plane of existence, but at a price. Cannot be unequipped without the aid of a Cursemaster. The ring has four tiers of effects, depending on how far the wearer slips into the other plane, but cannot be deactivated.
Banked Items (Unlimited):
Reputation:
-Meindal: 0
Fame: Important Fixture
Username: N/A
Race: Cthulite
Class: NPC
Role: N/A
Profession: Cursemaster
Languages:
R'lyehoth - Fluent
Human Language - Fluent
Level: 1
Abilities:
Racial Ability: Multi-Limbed - You're able to manipulate more items more efficiently than the average humanoid. You may take a 4th action per turn if it involves manipulating a non-weapon item.
Racial Drawback: Offputting - You look so much like a monster that NPCs in PVP enabled zones will attack you on sight if you don't have a regional rep of at least 20. (NPCs played by other players not affected... unless they want to be.)
Bloodbound Blitzbolt - Moderate - A mass of swirling dark red energy is launched at a target, dealing Light Dark and Plasma damage. The caster can choose to fuel the spell with their own life-force, inflicting a Light wound on themself. If so, the bolt deals Moderate damage and will actively seek out targets, making it unable to be dodged. This applies only if the target is something of flesh and blood; if used on some sort of fleshless golem or construct, it will still deal Moderate damage, but can be dodged normally.
Grasp of the Depths - Moderate - Inflicts a Strong wound on the user to create a mass of dark, writhing tentacles that wrap around an enemy. Tentacles impede movement, and when wrapped in tentacles, enemies are not able to change their position or to use melee attacks on anything except the tentacles (ranged attacks may still be made as normal). The tentacles will disappear once an amount of damage equal to a Strong wound has been done to them. Until then, tentacles deal Moderate Dark and Water-attuned damage every round. Tentacles heal one of their creator's Light wounds for every Moderate wound they inflict on an enemy.
Abyssal Plane - Strong - Drastically intensifies the force of gravity on an enemy for a turn. They are pulled downwards with crushing force, inflicting Strong Space damage, and are unable to act on their next turn unless they possess some sort of incredible power (read: Epic items and abilities can still be used).
Sanguinare Vampiris - Light - Drains the blood of a living or slain enemy to heal the caster. Heals one Light wound. Inflicts one Light wound if used on a living target.
Mundanity Malediction - Light - Weakens all elemental and magical effects of an enemy's items by one level. Cannot affect Epic items.
Equipped Items:
Ring of the Ephemeral Plane - A cursed ring that grants its wearer the ability to slip partways into another plane of existence, but at a price. Cannot be unequipped without the aid of a Cursemaster. The ring has four tiers of effects, depending on how far the wearer slips into the other plane, but cannot be deactivated.
- Weak - Your connection to the Ephemeral Plane is barely noticeable to others. Your vision is slightly blurred, and your physical attacks are reduced in power by one level. Weak resistance to all physical and magical attacks, except those that affect the mind or warp space.
- Light - Your body seems slightly translucent as you slip deeper into the Ephemeral Plane. Your vision blurs a bit more, and your physical attacks are reduced in power by two levels. Light resistance to all physical and magical attacks, except those that affect the mind or warp space.
- Moderate - Your connection to the physical plane is obviously weakened. Your vision is indistinct beyond a small distance, and any projectile attacks you make, whether physical or magical, are as likely to miss as not. Your physical attacks are reduced in power by three levels. Moderate resistance to all physical and magical attacks, except those that affect the mind or warp space.
- Strong - You are connected to the physical plane by a tenuous thread. You can barely see or hear anything, and any attack you make will miss as often as not. Your physical attacks are completely ineffective. You appear as an indistinct blur, and ranged attacks of Strong or weaker power have a 25% chance to miss you entirely. Strong resistance to all physical and magical attacks, except those that affect the mind or warp space.
Visage of the All-Seeing - Light - A cursed mask that covers the top and sides of the wearer's face, leaving the mouth and nose exposed. Cannot be unequipped without the aid of a Cursemaster. Dozens of eyes are set into the mask, with no apparent eyeholes. When worn, all eyes on the mask take on the appearance of the wearer's own and will blink and shift focus occasionally. The wearer can see with perfect clarity in all directions, regardless of light level or which way they happen to be facing. However, the mask is profoundly unsettling to look at for long periods of time, causing a Light compulsion for non-enemies who see it to avoid the wearer. In combat, an enemy that does not look away from the mask for two rounds will lose an action the next round as they try to fight through the sense of wrongness (Light effect).
Supplemantle - Light - A carnivorous cloak with minor healing properties. Cannot be unequipped without the aid of a Cursemaster. When full, it can use its stored energy to heal its wearer of one Light wound every round (requires an action). It can feed on any animals, people, or monsters with flesh and blood, whether dead or alive. Feeding on a living enemy will inflict a Light wound, and can only be done within touching range (requires an action). However, it can slightly drain any enemy that touches it, even for a short while. Any melee attacks on its wearer will result in the enemy taking a Weak wound. It can become temperamental if it is not fed; if its wearer has used it to heal at least one wound in combat and does not let it feed afterwards, it will start to feed on its wearer instead, inflicting a Moderate wound.
Enchanted Crystal Orb - Allows you to ask one question of mysterious forces and receive one answer, once per thread.
Backpack (Up to 10 Items):
Arcane Inhibitor - Suppresses all effects of a magic, enchanted, or cursed item as long as it touches the item. Requires contact to be maintained for twenty seconds before activating, making it useless in combat. However, it can still be used to safely negate or remove cursed items temporarily.
Business Ledger - A personal log of Aghr'ngul's customers, listing their names along with the items or services provided and the price charged.
Chthonic Crystals (x4) - Dark red crystals that glow with a flickering light from within. Can be expended to add a curse to an item. The more crystals are used, the stronger the curse will be.
Reagent Repository - A dark wooden case. Inside are various compartments and pouches for different materials that can be used as reagents when cursing items. Currently empty.
Reputation:
-Meindal: 0
Fame: Important Fixture
Guild: None
Backstory: Aghr'ngul was a wandering cursed item merchant that would show up at a random one of Tellacene's major settlements, stay for a few days, and then appear at another one. He was also part of a major questline that took place in the Cthulite homeland, in which he would help players identify and dispel a powerful curse in an ancient tomb. As the CDO developers wanted him to be a somewhat mysterious character, much of his life before becoming a Cursemaster is not referenced anywhere in the game, and his memories of his past are often vague. As he remembers it, he began travelling around Tellacene at a young age, studying at various libraries and colleges of magic and eventually searching for more esoteric knowledge about various magical afflictions and curses. On his travels, he took to cursing items or dispelling curses as a way to pay for his food, lodgings, and other expenses; as his skills grew, his focus shifted more towards developing the skills he already had and growing his reputation as a curse merchant rather than searching for even stranger lost knowledge.
Personality: Aghr'ngul is typically uncaring and unemotional. He has no issues cooperating with people in order to gain some benefit for himself and is unlikely to kill or seriously hurt non-monsters, but he doesn't have any particular attachment to them and won't care what happens to them once their interaction is finished. His interests mostly lie in two areas: profit and knowledge. This knowledge doesn't have to be about curses specifically, though. For example, he's also interested in the ancient history of Tellacene, as lore from that long ago has been mostly fragmented and forgotten. And more recently, he's become very interested in just why so many adventurers have been acting strangely.
Appearance: Aghr'ngul's skin is dark enough to be considered entirely black, although it's faintly more red than any other colors. His eyes are bright red, including the sclera. His two tentacles extend from behind his shoulders, where an aasimar's wings would typically connect. He stands at about six and a half feet tall, with short black hair.