Irkall Krome



Irkall.jpg

Introduction

  • PC full name: Irkall Krome
  • CS link: here
  • Notable Events: here
  • Race: Mortalborn
  • Date of Birth: 27th Saun, 696

CS Approval Rewards

CS Approved by: (Pig Boy)

  • Skill Points
    • Intimidation - 5 points
    • Necromancy - 5 points
    • Syphon - 3 points
  • Knowledge
    • Syphon x 3
    • Necromancy x 2
    • Intimidation x 4
  • Starting Renown: 50
  • Other: Rynmere Nobility


Starter Quest

Being a ghost, even one as evil and predatory as Irkall, can get extremely boring at times. One is left with all kinds of time, more than they can deal with as they don't need to sleep. It is only for the ghost to consume the energies it needs to prolong its unnatural existence.

As such, Irkall finds time to read one of the tomes that lay forgotten, at the bottom of the shelf of a wealthy couple that his anchor-bearer is visiting one time. In it, the author, Tobias Acothley as chance would have it, writes a concise but fascinating dissertation on the merits of necromancy for societal good. Toward the end of the book, a theory that emotion is the key to true resurrection. Not just the pale imitation of life that necromancy purports. He postulates that emotion is powerful enough to call back ghosts from the dead, enough emotion concentrated in one locale should be enough to call them back from whatever afterlife has claimed them.

He goes into detail on his processes and rituals and preparations for such a ritual. It requires a great amount of ghostly ectoplasm, in addition to the emotional energy and concentrated life energies, released and destroyed all at once through a powerful rupture portal or other form of gate or vergeance. The book cuts off at the end, with a dedication to Acothley's Daughter, Grenadine Frask, dearly departed from this world too soon.

The book includes a address, to a place in Rharne where it was presumably bought. It's around this time that Irkall senses an anchor he'd previously failed to notice. Something in a far off place, belonging to Zara, a childhood memento that Zara had gifted to him as a boy. It resides in a pawn shop and Irkall has only to reach out through the Beneath to reach it.

(Starter quests are totally optional. You're not required to undertake them, but they are meant as a jumping off point for new characters. If you don't want the extra anchor or the story, feel free to ignore it!)

Magic & Mutations

Necromancy

Initiation: PC Was Initiated in character creation story.

Son of Vri

Irkall is Vri's Mortalborn.

PSF Approval here

Mortalborn Parent Story

As the Immortal of Love, Vri found himself with prayers often from those that seeked another child. Sophia Krome was no exception. Her relationship with her other children was, at the time, still blooming. Some were growing up and becoming boisterous children and despite her hard exterior to many, she was at least proud to see the Krome family grow. Yet a few children was not enough. Despite attempts with her husband they had no success and as time went by Sophia become desperate. So she took to prayer. To the Immortal of love. While many viewed him as death she knew the truth of his domains and cared only for love now. Her love for her husband and their family, her love for her children.

So as a test of her true intent, Vri disguised himself as a mortal, seeking to understand her prayers more. Appearing as a handsome nobleman from an unknown land, Vri crossed paths with Sophia intentionally at a ball held in Rynmere, conversation branching as time went by. Vri asked of the Krome family and her bloodline and she spoke of her children with what seemed to be pure intent, sharing their names and personalities readily. There was a pride to her voice as she spoke, then turning the conversation to her husband. Jersey Krome was still in his prime by this stage, a bold young man with powerful form and a mind sharper than his own blade. Vri saw what he had hoped to see in her eyes - love. Pure and untainted. As true a love as any could feel towards another.

Convinced of her prayers the Immortal pondered what to do for some time, granting her a farewell before leaving the ball. As had happened every night, he received more prayers from her that night, and the Immortal decided to grant them. It was not the first time Vri had blessed the Kromes with a Mortalborn, and he decided now was the time for another. With death and sorrow in their future this child would be the love to balance out those darker times. His gift, a child they could love unconditionally and could someday grow up to love others the same way. Within months of the ball Sophia found herself pregnant - and for a long time her prayers did not stop. Instead of asking for a child, she thanked Vri night after night, never knowing that it was Vri she had met that trial.

Ghosts

Crown of Undeath

As the noble child of Death, Irkall’s ability formed as a crown. This crown is not a physical item, rather something he can summon on command, fixed upon his head. This ethereal blue crown appears semi-translucent and any attempt to touch or remove it will not work as it is incorporeal.

When the crown is on Irkall’s head, ghosts in the surrounding area will find themselves drawn to it. Their obsessions shift and alter, becoming aligned with his. This does not mean they must follow his every order or risk their lives for him. However, whatever he is currently seeking to achieve will become the obsession of the ghost until they are out of his range or the crown is put away, making them more likely to act in a way that benefits Irkall. If someone is believed to be a threat the ghosts will begin to assault and syphon them, if an item needs to be found the ghosts will scout and find it. This will affect any tier one or two ghosts, but has no impact on necromantic thralls. Any tier three ghost in the area will not be under his influence but will be far less likely to attack him while the crown is active. This ability will not make ghosts appear where there are none, but it will call out to any ghost within earshot, as they can hear his words and demands. The higher a ghost's discipline the easier it will be for them to resist this order, and any ghost with Master or higher Discipline may ignore it entirely. Below that they can start to resist the urge but will still feel a calling towards Irkall and his orders. How they react to this is up to each player individually and depends on the order given.

This attunement with ghosts has permanently changed Irkall visually, however. His hair is pure white and his eyes an ice-blue, as if he is incorporeal himself. Wearing the crown will also make his eyes start to glow. This effect is purely visual and gives him no benefits. It can not be masked with magic and must be hidden with clothing, though even that can be difficult. When the crown is active it will appear over any clothing worn. It can be summoned once a trial and lasts up to two Breaks.

Fog

Unholy Shroud

Summoning from his domain of fog, Irkall can surround himself in a thick fog that expands out in a fifty-foot radius around himself. Once placed it will remain where summoned and will not follow him. This fog makes it hard to see beyond three feet in front of yourself and appears otherworldly, with a strange blue colouring. When inside this fog Irkall can see far clearer than others, his vision unimpaired by the smoke. This ability can allow for a quick escape, a stealthy approach to a mission or a way to terrify someone when needed. This ability doesn’t discriminate against allies or enemies, however, and is detrimental to anyone fighting by his side, obscuring the vision of allies alike.

Domination

Mindbreak

As part of his Domination domain Irkall can weaken the mental defences of another. Upon touching the skin of another sentient being, he can weaken their mind, making their resistance and discipline skills function one level lower than they actually are. As well as this, marks or magics that make them mentally resilient will function at half the effectiveness they would have otherwise. This can make them more susceptible to manipulation with magic, possession from ghosts or skills like intimidation or persuasion. The user will not be aware of what exactly has happened to them but will instead feel suddenly uneasy and threatened by his presence, knowing that he has done something to them, just not sure exactly what. How the user responds to this uneasy feeling is up to the PC its used on but can often result in sudden aggression or fear, and does nothing to weaken them physically - making it a risky ability to use against a strong opponent. This power can be used three times per trial and the effect lasts for five Bits on each target.

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