Myron Frost, Lord of BrassWorld Moved On, an
active game run by RedBstrd. Myron is a
late entry to the game.
HistoryFor the past 300 years, the Lord Frost served as the Court Sorcerer to the Kings of Gulzaar, one of the many autonomous "kingdoms" within the stagnating and ever decentralizing Imperii Totius (the Mabelodim empire). Gulzaar would be an idyllic fief of picturesque beaches and the swamps could have been drained into fertile farmlands, were the rulers not a line of petty, brutal men. The kings of Gulzaar - descendants of the first Mabelodim generals stationed in the region - enslaved their populace, and paid tribute to Lord Frost (the elder, and then the younger) in goods and slaves. When Frost the Younger died, and his heir Myron ascended the basalt throne in the Tower of Frost... he shocked the kingdom when he announced that he would not assume the traditional mantle of Court Sorcerer.
When Myron set forth to pursue his own goals, his departure engulfed the kingdom in civil war. The withdrawal of the Court Sorcerer's support emboldened the populace against the King. However, the fate of a Republic of Gulzaar is precarious. The bulk of the Mabelodim empire had long since fragmented, but there is no shortage of contenders for its successor state in Gulzaar.
Personality & MotivationOn the surface, Myron is cold and calculating. He is certainly reserved, and knows how to be brutally pragmatic. This is purely defensive; he grew up "behind enemy lines," and isn't used to trusting anyone. To him, Family and Enemy were synonyms. Those who Myron learns to trust, will find that he has an untapped reserve of warmth and love. These rare individuals will find in Myron a ferocious loyalty. Although Myron wants to follow a new path, he spent his childhood surrounded by the darkest of lore, and horrific rituals, he can be inaccessible at times... and does not possess much of a sense of humour.
DescriptionMyron is a man of average height, he is slim of build with long limbs and fingers. He has naturally pale skin, which some human nobles have been resorting to powder to emulate.He wears his golden-red hair in a long,
intricate coif that spills over the collars of his shirt,
coat or cloak. Like many
gingers, his eyes are green, but his skin is unfreckled. Myron wears rich clothes, primarily in black but with gold-trimmed, red accent pieces. At his neck, he wears a heavy amulet of a dark (almost bloody) red metal, in the shape of a single, churning gear.
ComplicationsIn addition to his Melnibonean heritage, Myron's bloodline
is darkly tainted. His heritage may be noticeable to mystics, and will almost certainly draw the attention of Old Ones or them from Outside.
With his magic, Myron is able to shape his body the way he wants -for the most part his appearance is exactly the same. However, his left leg is crippled and malformed -in any situation where he is unable to cast spells, he suffers a -2 circumstance check to Athletic and Acrobatic checks.
Myron's heritage lets him control magic more easily. Unlike a wizard that is powerless without a staff, Myron can still control magic without any focus... but without his amulet, increase the casting time of any of his spells by one stage.
Myron grew up in a home with a dark reputation, which it more than deserved. His father, and grandfather used the blackest of magic to prop up a petty warlord as a brutal tyrant. Myron feels only disdain for the twisted self interest of his king, instead finding admiration for the line of Pendragon. This enlightened world view, can lead Myron down a road of self-loathing. Given the opportunity, he may choose absolution and oblivion in a single blaze of glory.
PL:7 PP:115/115
Abilities (38pp)
Strength 0
Stamina 4
Agility 0
Dexterity 0
Fighting 0
Intellect 7
Awareness 4
Presence 4
Combat (16pp)
Dodge 5
Parry 5
Will 5 (+9)
Fortitude 1 (+5)
Toughness 4
Initiative 4
Skills (16pp)
Close Combat: Swords +4
Ranged Combat: Magic +7
Expertise (Magic) 8 (+15)
Intimidation 6 (+10)
Insight 3 (+7)
Technology 3 (+10)
Treatment 1 (+8)
Advantages (13pp)
Artificer
Ritualist
Benefit (Lord)
Fascinate (Intimidation)
Improved Initiative
Languages 2 (Common, High Speech, Old One)
Tech Familiarity (Old Ones)
Trance
Equipment 1 (Runed Blade; Strike 3, Descriptor: Magic; Gear 2)
Minion (Construct: Brass Engine) 3
Powers (32pp)
Mage Sight Senses 3 (Awareness: Magic, Dimensional, Tracking) [3]
Mind over Body (Immunity 2 Sleep, Starvation & Thirst; Flaw: Linked to Trance, requires Check) [1]
Gift of the Serpents (Enhanced Dodge 2, Enhanced Parry 2, Protection 3, Swiftness, Startle, Immunity: Poison; Flaws: Limited Use, Side Effect; Quirks: Noticeable) [5]
Myron can only invoke Gift of Serpents
three times daily, and it lasts 10 rounds. While it is active, his body is wreathed with glowing, gold, spectral snakes. The snakes slither about his body, hissing and biting him. At the end of the duration, Myron is Afflicted with Poison 2 (Fortitude; Lethargy/Seizure/Paralysis) for which the Immunity: Poison is no longer applicableMagic Array [16 +7 AP]
Whisper of the Old Ones Affliction 7 (Extra: Ranged; Feats: Insidious, Incurable; Will Save: Dazed/Terrified/Controlled)
*Caress of Abhoth Affliction 7 (Extra: Ranged; Feats: Indirect, Reversible; Fortitude Save: Fatigued/Disabled/Transformed)
*Dance of Fthaggua Damage 7 (
Fire, Magic; Extra: Ranged, Feats: Takedown 2)
A flickering ball of blue flame that can leap from target to target at Myron's direction.*Contemplations of Distant R'lyeh Environment 4 (Extras: Additional Condition, Intense, Selective)
*Shroud of Tindalos Concealment 8 (All Visual, Hearing, Magic, Mental and Smell; Extra: Affects Others, Flaw: Passive )
*A Euclidean Solution to Cyclopean Geometry Nullify 7 (Extra: Broad Category Magic; Feats: Precise, Triggered)
*Dream-Quest of Unknown Kadath Remote Sensing 14 (Vision, Hearing, Feats: Dimensional 2
current spoke of the Dark Tower hub, Flaw: Concentration, Feedback)
*The Yellow King's Raiment Morph 4 (Any creature, person or object of similar mass; Feat: Increased (decreased) Mass; Flaw: Activation, Custom Flaw*)
*
Myself, My Enemy: When Myron shifts into a specific person's form, that person may sense that they have been duplicated. Make an Insight check for that person against DC 14. When he shifts into the shape of a sentient, but non-specific creature (a dog, for example), any similar creature nearby should also make this check.
Failure by 10 or more: The person or creature senses nothing.
Failure by 5 to 9: The person or creature has a sense of being watched, and will likely become agitated and upset.
Failure by 1 to 4: The person knows they have been duplicated, and has a general sense of direction. Copied creatures will be alert and hostile.
Success: Not only does the person know they have been duplicated, and have a good sense of where the imposter is, the original can see through Myron's eyes for one round per number they made their roll by.
Brass Engine IIIPL 3 MinionSTR:5 STA:- AGL:0 DEX:0 FGT:0 INT:-3 AWE:1 PRE:-3 (-18)
Dodge 0 Parry 0 Will -1 Fortitude - Toughness 6 Initiative 0 (8)
Advantages: Fearless, Form Follows Function, Improvised Tools, Interpose, Teamwork (5)
Powers: Immune: Fortitude, Growth 4 (Permanent), Power Lifting 1, Speed 4 (43)
Skills: Combat: Unarmed 0+1, Athletics 5+1, Expertise: Magic -3+8, Intimidate -3+2+4 (7)
The Brass Engine, in its most elemental configuration is something of a cross between the steam-engine of a train, and a gargoyle. A mass of moving pistons, churning gears, and what might be a pair of contented, lamp-light eyes.The Brass Engine will clank into a new configuration suitable to its current task, depending on its configuration, it can be about 10 feet across and weighs about 3,000 pounds. The construct is made entirely out of a deep, reddish metal, and embossed with potent runes. Bound Fire Sprites and Water Sprites provide the creatures potency, however these elementals are in conflict with each other, and subservient to an overmind -the necromantically raised spirit of a well trained, even-tempered mastiff.