O'Braugh Connemara


 

General Information


Name: O'Braugh Connemara the Black Heart, Argenian the Griffin
Race: Dark Star Arcanon of Annwn
Levels: 29 MA, 40-Sword, 32-Inborn

Appearance: 6ft in height. Appears 34 years old, but has survived for ages unremembered. Muscular. Very handsome but stern. Exceedingly long, dense, jet black, spiralling hair, his vanity. Palest ice blue eyes. Most often wears Black, sometimes a crimson cloak, dresses medieval.

Class: Overlord of the Annwn Netherworld - Warrior - Sorcerer.

Nature: Stern, a stickler for absolute truth. Charming. Even handed, honorable, lawful. The noble savage sort. A warrior of magic and archaic weapons. Cunning and decisive. A willing mediator and counselor to allies and loved ones. Aloof of strangers, very wary even when he comes off as friendly. Loyal to those he knows and welcomes. Strong constitution. Orderly. Harsh to dangerous if betrayed. Very Wise.

Hobbies: Poet. Historian. Sculpter, Artist and Musician.

Quotes
"The hardest roads oft lead to the most magnificent frontiers."
"Forgiveness is a gift, it must be mindfully granted, and honorably received."
Call to Arms "By our swords we live as free men, else we die for the better glory."
"Leave me and mine alone, and I shall leave thee be, harm us and I shall show thee no mercy."

 

Power


Paths
  • Necromancy
  • Umbramancy
  • Verduremancy
  • Baromancy
  • Pyromancy
  • Abyssmancy

    Inborn Powers
  • Telepathy
  • Master of the Mind
  • Telekinesis
  • Conjuration


  • Magic Skills
  • Spell Creation
  • Artifact Creation
  • Enchant Weapons
  • Arcane Fork
  • Elemental Fork
  • Layer Power
  • Fuse Power
  • Combine Power
  • Loop Power
  • Weave Power
  • Factor
  • Sentient Power
  • Arcane Seal
  • Arcane Mark
  • Arcane Signature
  • Runic Magic
  • Arcane and Elemental Sense
  • Identify Power
  • Conceal Power


  • Arcanon Special Abilities {# immortal form only}:
  • Visionary Dreams: Random or invoked dreams which fortell of things to come. His are always centered around death or peril.
  • Oracle {#}: ability to invoke visions of things to come, and at times, present and past events.
  • Spirit Form {#}: cannot be harmed by physical means in this form and can transcend physical barriers. Cannot be seen in this form unless corporeality is willed.
  • Innate Elemental: elemental control and command comes naturally (50% XP cost on elemental paths)
  • Self-Resurrection: Resurrections occur without any aid if an underworld trial is successful.
  • Transient Death: any death that does not come about by their way of death, or geis, is only temporary, and does not subtract from their 3 resurrection limit.
  • Morph Wings {#}: retract and protract wings at will.
  • Shapeshift {#}: into a chosen form.
  • Illusory Projection {#}: project illusory, and quasi-real illusions through mental imagery and command.
  • Haste {#}: improved movement.
  • Planes Walk {#}: phase from one universal and paradimensional plane to another
  • Unsensed Presence {#}: Presence cannot be sensed unless they desire it to be.
  • Regeneration {#}: These immortals have self-healing regeneration, which means they cannot heal by spells, only by their own power of regeneration.
  • Geis: death at the hands of someone he trusts, as with a fatal would via his shoulder into the heart. Only by this treachery, of someone figuring out how to kill him and carry it out, is his death permanent.
  •  

    Skills


    Skills
  • Leadership
  • Legendary Master at Arms: Melee, Polearm, Archery, Blunt Weapon, Lance, and Makeshift Weapons Mastery
  • War Tactics: +1 init
  • Battle and Combat Strategy: +1 init
  • Retreat: 2 free saves vs. attacks while retreating, +5 mvm.
  • Horse Lord: horse care, intuitive riding, and horse kinship
  • Combat Riding
  • Traps and Snairs: detect, dismantle and make
  • War Machines
  • Outdoor Survival
  • Hunting.
  • Tracker
  • Rope Making and Rope Mastery
  • Bow and Arrow Craft
  • Archery
  • Animal Kinship
  • Escape Artist
  • Grand Assassin
  • Seamanship
  • Navigation
  • Intuitive Lead: anticipate attacks, even hasted ones, by leading and using phasing tactics to counter attack, even against haste
  •  

    Advantages and Traits


    Advantages
  • Lucky: +2 saves
  • Respected
  • Legendary
  • Insolvable Genetics
  • Nobleman
  • Extreme Adaptation - if something very extreme inflicts him, he can develope an immunity to that condition or force, 65% chance.
  • Hard to Kill - he has a way of death, thereby to kill him and keep him down, one must do their homework.

    Immuninties
  • Cloning and replicant spells, invocations and formulas. He can be duplicated in no way.
  • Immune to Siring and Forced Transmutation or Flesh Crafting.
  • Imune to Curses.

    Traits
  • Physical Prowess.
  • Agile
  • Resiliant
  • Resourceful
  • Cool head in nasty situations, hard to shake
  • Strong Selfpossession
  • Powerful
  • Exceptional Stealth
  • Intelligent
  • Intuitive
  • Well Organized
  • Strong mental constitution
  • Self Healer
  • Desensitizing Touch
  • Shadow Phasing and Shifting.
  • Charismatic
  • Physiological Allures-Intoxicating Scent, Blood and Carnal Attributes which are simply mind blowing when tapped.
  • Discreet.
  •  

    Weaknesses


  • Vulnerable to Injury: though immortal he is vulnerable to injury and can even be killed, it just will not last unless he is felled by his way of death.  Transient deaths are very problematic regardless and at best a terrible inconvenience.
  • Susceptable to Pain: pain affects him the same as a mortal although he has built up a high pain tolerance.
  • Susceptable to Poisons: poisons can weaken him and slow his ability to heal.
  • Attractant Scent: his Scent is remiscent of all spice with traces of cinnamon, ginger, and nutmeg. This scent can reveal his presence when unseen if one knows him to identify him by his scent. His scent is also an enticement for vampires and demons. He has the ability to douse his scent but never completely.
  • Drinker: he enjoys alcohol and drinks quite often, unless duty calls and serious threats loom.  -1 d6 per five levels of intoxication on a scale of 1-100, one being slightly buzzed, 100 being completely smashed.
  •  

    Weapons and Armour


    Weapons
  • Rift Reaver Sword: +35, This black sword phases past armor while blocking other phasing swords. This blade can also capture souls and open gates into the abyss and Annwn. Only by his death can this sword be taken from him.
  • Heavy Cross Bow: +45
  • Long Bow: +40
  • Lance: +80
  • Flail: +25
  • Daggers: +8
  • Long Dagger: +18


  • Armor: Coin Mail - Black Diamthril Armor, AC-100, +8 HB

     

    Bhrughir Mordath Taraae - Castle Black Gates


    Residents of Black Gates

    Wards and Serfs
  • Hailin - the Steward.
  • Billais or Bill - The cook.
  • Celeste Kilcanoragh - Wife, Astraeus Vampire.
  • Fiona and Aiden - Daughters of Celeste and Mascen, daughter inlaws.

    Knight Servants
  • Quintus Tarautas - Knight Servant
  • Marcus Artorius Amandus - Knight Servent and Personal Guard
  • +36 - BroadSword
  • +45 - Crossbow
  • +80 - Lance
  • +15 - Blundgeon.
  • Armour: AC-75, +6 HB
  • Shields Block: +3 HB.
  • MR 100%.
  • Fast accurate, noble and very intelligent warriors. High charisma can help you out with these noblemen. They never kill without talking first, and are hard to beat.
  • Mounts +15 trample +10 kick +7 bite LPs 175

    Marcus
  • Levels: 18 d6 Martial, +4 HB, 22 d6 combat, +5 HB
  • 100% MR
  • AR+5
  • HP: 540
  • Honor Bonus:+1000 XP per honorable deed.

    Quintus
  • Levels: 16 d6 martial, 19 d6 combat
  • 100% MR.
  • AR+5.
  • HP: 480 LP
  • Honor Bonus:+1000 XP per honorable deed.

    Fellowship of the Unicorn

    Connemara Knights - * Fomor Demons
  • O'Braugh - Chieftain - Dark Star Arcanon
  • Eoghan - First at Arms - Dark Star Anduain (considered a Knight Errant)
  • * Brauck - Second at Arms - 38
  • * Doon - Third at Arms - 36
  • Dwyer - Fourth at Arms - Tsetar Principalities - 38/22
  • * Tibbot - Fifth at Arms - 26
  • * Rowan - Sixth at Arms - 34
  • * Murtagh - Seventh at Arms - 32
  • * Turlough - Eighth at Arms - 30
  • * Eimar - Ninth at Arms - 28
  • * Kyras - Tenth at Arms - 27
  • Raulin - Eleventh at Arms - Dark Star Archosa - 12

    Knights
  • AR+5.
  • +1 HB combat precision
  • +36 - BroadSword
  • +45 - Crossbow
  • +80 - Lance
  • +10 - Blundgeon.
  • Armour: AC-36, +6 HB.
  • Shields Block: +3 HB
  • MR 100%.
  • Fast accurate, noble and very intelligent warriors. High charisma can help you out with these noblemen. They never kill without talking first, and are hard to beat.
  • HP: 600 each
  • Honor Bonus:+1000 XP per honorable deed.
  • Mounts: +15 trample +10 kick +7 bite LPs 175

    Castle Defenses

  • Forced entry into courtyard, roll 4 d6 against ward of 10 d6, higher roll succeeds.
  • Forced Entry into Keep, roll 4 d6 against ward of 10 d6+2.
  • Keep Advantage +50
  • Sanctuary of the Forsaken +50 with 15 d6 defense


  • The Sanctuary of the Forsaken

    This structure is a large, botanical atrium with a stone Monastery in the Center of the court yard. It is located outside the rear wall of his rampart with a walled in corridor leading from the sanctuary to a warded Gate which accesses Black Gates northern courtyard. Anyone seeking shelter and protection may enter the Sanctuary, where food will be found within the Monastery on tables, and fresh water in a well outside. Any who commit to violence within the sanctuary are seized by the sanctuary's ward powers and banished from Morgal Eshvah to be transported to the Lake of Shadows in An Morendor through the shadow's folds.


    The Kingdom of Morgal Eshvah


    The Abandoned World Nether Kingdom of Annwn


    Realm: Bhrughir Mordath Taraae translated means Castle Black Gates. Mordath Taraae is located in O'Braughs vast, spartan Kingdom of Morgal Eshvah, a great valley surrounded by mountains which opened to the Silver Sea to the north. The Old Forest Marches of the Nether-regions meet the Fortress of Stone, a mountain which rises out of the Forest of the Midernmark in the lands of Morgal Eshvah, the Kingdom of O'Braugh, whose castle, 'Mordath Taraae,' or Black Gates, looms at the center of the 'Four Gates of Stone' on the border of the 'Farther Frontiers', a forest which meets the Desert of 'Wind Shorn Dunes,' which reach to the ocean of Anwnn far to the north, the entire valley of Morgal Eshvah enclosed by the mountains called 'Vahs'Erhos, The Eternal March,' which yawn open at the ocean like a great mouth drinking in the waves of Ronymlas, the Silver Sea. The gates of stone are a ring of massive standing stones roughly fifteen feet high and eight feet across at their bases.

    Of the Gates of Stone: "Pass between the standing stones to the south and you shall come into Mhas Andoreth, go between the stone pillars to the east and you shall enter Sgaith Endor in Mephais by a fixed gate. Enter between the rock giants to the west and you shall come into Taerius on Planet Dark Star, and to pass between the stone gate to the north delivers you to the Ring of Ancients, An Morendor, Morashtar."

     

    Checks


    Physical Checks Level Use Mental Checks Level Use Alertness Checks Level Use
    Strength 31 vs. str. adds damage Willpower 35 vs. dom. and pain Vision 20 movement alertness
    Stamina 36 phys. withstanding Intelligence 17 vs. mental challenges Olfactory 18 sensitivity to odors
    Movement 17 + Haste +1 yard per success Constitution 36 vs. charms Hearing 18 sound alertness
    Stealth 26 quietness Logic 17 vs. illusions Touch 15 sensitivity to contact
    Reflexes 27 dodge and catch Wisdom 24 vs. influences Taste 15 sensitivity to flavor
    Dexterity 18 out-manuever Courage 20 vs. fear Alertness 21 average vs. overall stealth
    Fortitude 17 reduces damage Clairvoyace 12 detect spirits Danger Sense 22 3% per level, 66% chance

     

    Telekinesis



  • {1-3} Up to 1 pound.
  • {4-6} Up to 10 pounds
  • {7-9} Up to 50 pounds.
  • {10-12} Up to 200 pounds.
  • {13-15} Up to 500 pounds.
  • {16-18} Up to 1000 pounds
  • {19-21} Up to a ton.
  • {22-24} Up to five tons.
  • {25-27} Up to 10, 000 tons.
  • {28-30} Formulation of Commands-Blend with other powers, create artifacts, items, wards, etc.

    Notes and Telekinetic Examples


      Note: When opposing the strength of another character by grappling or holding telekinetically, Stamina Check vs. opposition's Strength Check. Purchase each level (1-40) but learn each command through practice, +1 command gained per successful application. each character can learn to command their own affects (or take effects listed).

      Examples of Effects
      Push
      Lift
      Carry
      Throw
      Bruise
      Snap
      Crush.
      Whiplash - if used with throw, doubles distance, otherwise is like a whip.
      Grappling Hold
      Dislodge
      Bend the Physical - Bend an object, or person.
      Physical Distortion - Distort the shape of an object or person.
      Sculpt the Physical - Reshape an object or person.
  •  

    Telepathy



  • {1-3} Touching subject.
  • {4-6} Within 30 feet of subject.
  • {7-9} Within visual range of subject.
  • {10-12} Within same city/borough as subject.
  • {13-15} In same state/providence as subject.
  • {16-18} In same country as subject.
  • {19-21} In same world as subject.
  • {22-24} Able to contact various subjects at same time anywhere in the world.
  • {25-27} Able to contact subjects anywhere and at any distance.
  • {28-30} Able to create mind gates to see, hear, and influence subject through a telepathic connection.
  • {31-35} Telepathic Visionary - connect to someone met before telepathically and see them as well as hear them and their thoughts within their surroundings. See and hear those around them as well. Area of vision is +1 yard per success radius around target.
  • {36-40} Formulation of Commands - Formulate and Improvise telepathic effects and powers, and make telepathic items, wards, or artifacts.

    Note:

      This power fails with no Aces and can backlash to damage constitution by -1 per 1 rolled for +1 day per success.
  •  

    Conjuration


    Conjuration is a gate summoning spell until high levels are reached. Fabrication spells are true conjuration powers.

  • 1 (1-3) Conjure Food: 1 food item per success
  • 2 (4-6) Conjure Liquid: called liquid including beverages, up to 1 gallon per success. This spell fails on milk when used by a puka owed to a blood curse.
  • 3 (7-9) Conjure Item: conjure a single called item of a size that can be hand held.
  • 4 (10-12) Conjure Multiple Targets - conjure up to +1 called item, food, or beverage per success.
  • 5 (13-15): Conjure Gate: conjure an elemental gateway which closes distances through the elemental plane called which only those selected to enter can pass through.
  • 6 (16-18): Conjure Beasts: conjure up to +1 creature per success as called.
  • 7 (19-21): Fabricate Item: create a called item out of the elemental planes.
  • 8 (22-24) Fabricate Magic Item: create a called magic item out of the elemental planes with an elemental power.
  • 9 (25-27) Fabricate Multiple Targets: create up to +1 called target per success.
  • 10 (28-30) Arcane Fabrication: create magical items with any power from the arcane spell book.
  • 11 (31-35) Fabricate Haven: fabricate a mansion or fortress as called out of the elemental plane. +1 aspect of the mansion or castle fabricated per success as called. Area of up to 50 square yards per success.
  • 12 (36-40) Fabricate Wilderness: fabricate rocks, trees, plants, soil, watersheds and streams, etc out of the elemental plane. +1 aspect fabricated per success as called. Area of up to 100 square yards per success.
  •  

    Mental Tower



  • 1-{1-3} Stupefy - Mage scrambles subject's senses making them dazed and confused, -1 AR, -1 AR per ace.
  • 2-{4-6} Reveal Reality - Subject sees, feels, and senses things as they really are.
  • 3-{7-9} Mental Sanctuary - Subject is protected against attacks against the will or mind, and mental trespasses.
  • 4-{10-12} Persuasion - Subject is swayed to see or believe things as the mage dictates.
  • 5-{13-15} Mental Bequest - Mage bequeaths a mental advantage to subject, or enchants an item which improves a mental check. +1 called mental check, +1 per ace as called.
  • 6-{16-18} Embed Memory - Mage implants 1 memory in subject's mind that the target believes to be TRUE.
  • 7-{19-21} Dementia - Subject's mental faculties are shattered, -1 all mental checks per success, or cause insanity with a permanent psychosis, the mage determining what triggers it and the effects of that trigger.
  • 8-{22-24} Purify the Mind - Subject's mind is healed of any damage caused by past emotional or physical traumas, while thoughts become clear and untainted by negativity. Also cleanses mind of any mental tampering.
  • 9-{25-27} Restructure Memory - Part or all of a subject's memories are wiped clean and replaced with new memories of the Mage's invention.
  • 10-{28-30} Immunity to Mental Tampering - Mages can make a subject immune to any kind of mental tampering, or all mental tampering.
  • 11- {31-35} Smite the Mind - Lowers all mental checks to -1 per success (to as low as 2) permanently or temporarily as called, crit required to succeed.
  • 12- {36-40} Arch Tower of the Mind - Improvise and create mental commands, applications, and spells as called. Level=Magic Level Used. LoD=Total MA roll.
      Examples:
    • Mental Asphyxiation-Gradual loss of mental faculties, -1, -1 per ace per turn, lasts 1 turn per success.
    • Memory Displacement Ward-Anyone entering warded area will forget they were there when they leave warded area, +1 yard per success ward area.