The Artificers
;3
And I still want to know what character to do. Zeta is one, but I've been working on several and not knowing the one to go with.
This character, for example, is a warlock who, after having a mid eternity crises (sees the light blah blah blah) can't live with the regret and basically reincarnates his own soul(but not his body, interestingly enough
[sblock=Zinerath the Unending]
Identity: Alexander Ravensworth
Talents
Accuracy: 2-Clawed Swipe[O]
Mobility: 3-Feline Grace.[F]
Toughness: 5-Alechemical Alteration[F] 3-Alchemical fortitude[D]
Might:
Brains: 4-Alcemical Genius[F, H, P]
Senses: 2-Eldritch Sight[F]
Superpower Finesse: Pending
Weakness:
Eldritch nature: Zinerath’s ties to Eldritch powers exceed his new found understanding, and are infused to his very core, this can lead to many surprising circumstances, such as him, accidently, getting trapped within a tome that falls open onto his head, or when holding an eldritch artifact ‘improperly’
Eldritch beacon: Zinerath is a powerful nexus of Eldritch energy, the kind of witch is early seen outside of the very most potent of artifacts and casters alike, to those with the sense to see the arcane for what it is, he stand out like an ancient oak looming over blades of grass, and for those looking for a guiding light on an astral plane, he blinds. It is amazing easy to find him through arcane means.
Lifepoints: 6
Strainpoints: 6
Relations: 2-Arcane Formula, 1- Eldritch Artifacts, 1-Redeption/true past
Description of Talents:
Alchemical Alteration: Zinerath’s body, from imbibing of experimental alchemical droughts, has acquired innumerous qualities, a third heart, powerful clawed legs, a barbed tail, excreta. A curious aspect is that he has seemingly stumbled onto the secret of immortality and eternal youth, he has reportedly been ‘assassinated’, “Slain” or otherwise ‘killed’ innumerous times over the past centuries.
At the start of each turn, Zinerath rolls 2d6, each roll of 4 up he regains 1 LP. Additionally, he has a annoying capacity to ‘get better’ after being ‘killed’ or otherwise incapacitated when by appearance logic he should not be able to do so.
Alchemical Fortitude: one of the reasons Zinerath has posed difficult to slay is that his body is far more vigorous then that of a normal human, granting him surprising resistance to all kinds of poisons and other harms that should be life threatening, as well as making him generally more durable,
Treat as rank 3 vs poisons, disease, venoms, toxins, corrosives, excreta, rank 2 vs general physical harm.
Alchemical Genius: Zinerath, despite his amnesia, is in a league unto himself in term of Knowledge in the field of Alchemy; Zinerath may, with the proper means (a lab…), produce Alchemical derivatives that have a far flung range of affects. The potions must be drank(D), flung(F), or poured(P) as needed to be used.
Zinerath may create one off potions that mimic the effects of abilities up to rank 4, and may have up to three at a time perpered: Most commonly, Zinerath has a potion of vigor(D, healing), a potion of Dra(F, explosive), and a potion of iron skin(P, physical resistance)
[Note: Flung potions must succeed twice, once to hit, and again for the potion itself.]
Claws swipe: Zinerath uses his claws to slash at a foe.
Feline Grace: Zinerath is light footed with long strides.
Group: TBA
Orientation: Hero
Role: Distraction/utility[/sblock]