Euler’s Number, Number Lord of Growth

Other Names: E, Napier’s Constant, Number Lord of Finance and Compound Interest

Leonhard Euler was one of the Core’s mathematical pioneers, and many theories and mathematical practices arose from his work. His love for the discipline was legendary: blindness seemed only to increase his productivity. When Euler died, his soul drifted throughout the Manifold. Eventually it wound up in the Battling Business World version of its original incarnation. In this strange place, Euler was an example of what the Numbers do to betrayers. Conflicted between the demands of math’s masters and the Calvinism of his birth, he eventually snapped under the pressure. He undertook a mighty ritual to curtail the powers of the constants through mathematical notation. Amazingly, Euler’s efforts succeeded. The constants found their digits sealed in non-numeric form, and their retaliation was swift. The Number Lord named for him devoured him whole.

Euler’s Number then went on with its life. It represented the principles of progress, finance, and growth, so it was always on the move and always reproducing. This wasn’t easy for a sealed constant, requiring specific lesser Numbers. Still, the Greater Number Lord persevered. Its political status was relatively low for such a power. Because its personal flock was so huge, though, none of its peers wanted to provoke it. Even the hot-blooded Zero didn’t think it could take on that many lesser Numbers. The other Number Lords left Euler’s Number to its business.

Then Euler’s Number began suffering hallucinations of all-too-human events. It withdrew even further from Numeric society, in denial of what was happening to it. The other Number Lords knew all too well. After all, Euler’s Number was the only one of them that had encountered a human soul-and that of a devotee. How could it not expect the soul to merge with its abstract structure? They waited to see what Euler’s Number would do with its windfall. Eventually, the Greater Number Lord left its isolation and . . . went about its usual affairs. The other Number Lords slapped their metaphorical foreheads. Life continued as usual in the Number Realm.

This was exactly what Euler’s Number wanted. It now understood why Euler had betrayed it and its fellow constants. The Number Lords were dishonoring mathematics with their irrationality. Zero was the worst of them all with its plans to shove a Toonworld toward more logical realities. Somebody had to make alliances and counter its efforts.

Nowadays, Euler’s Number floats in a lazy orbit around its small but prosperous territory. It directs its followers from here. They flutter all over the Number Realm, eating, fighting, and multiplying. If they regularly glide along the borders of Zero and One’s combined holdings, this is only out of awe for the reigning couple. If they constantly flow in and out of Pi’s diminished realm, this is only because they’re curious about Euclidean geometry. Few of the realm’s denizens question the Greater Number Lord’s explanations.

Appearance: 11’8″, 600 lbs, ensouled for 232 years. Euler’s Number is a brilliant green uppercase E, to distinguish it from its lesser peers’ lowercase, and it has no apparent limbs or sensory organs. When it manages to break its fetters, the Number Lord becomes an infinite string of digits forming its value. Its telepathic voice is unique among Number Lords. Perhaps as a result of being ensouled, the Number Lord speaks in only one echoing male voice, which clearly has a Swiss German accent.

Personality: Euler’s Number began life as an entity dedicated to growth above all else. It was as irrational and violent as its peers. Now that it has merged with the soul of Leonhard Euler, the Greater Number Lord struggles with its inherent nature. It has a fairly rational human standard to compare with its surroundings. Euler’s Number strives to live up to the logic and rationality humans believe mathematics embodies. Unfortunately, this is difficult in the Number Realm. The Greater Number Lord goes on rampages from the sheer frustration, sometimes destroying its own flock members. It feels terribly guilty after coming to its senses.

+1 ECL Racial Template: Number Lord

  • Self-Development:
    • +8 Intelligence (24 CP).
    • +4 Wisdom (12 CP)
    • +4 to any one attribute (12 CP)
      • Note that, in the Manifold, attribute bonuses are purchased at half cost; in other settings these bonuses should be halved.
  • Nightsight: Occult Sense/Darkvision (Rather like Neo’s view in “The Matrix”) (6 CP).
  • Celerity, with Additional Movement Mode (Flight, 30′) (18 CP).
  • Enthusiast, Specialized in Skills for Double Effect (two floating skill points) (3 CP).
  • Intellectual Focus: Augmented Bonus/may add their Cha Mod to their scores in Intelligence-related skills (6 CP).
  • Magic Resistant: Resist/+2 bonus to Saves versus Spells (3 CP).
  • Mathematical Hexcrafting:
    • +6 Base Caster Levels, Specialized in Hexcrafting, Corrupted/displays unnaturally alien magic when used (12 CP).
    • 12 Hexcrafting Card Slots, Specialized and Corrupted/Destructive Side Effects, Must drain Charisma from others to regain powers, Narrowly “themed” deck (mathematics / physics, exchanges, etc). 6 points/card base, net 2 points/card (12 CP).
      • The mathematical powers of the Number Lords are normally based on Intelligence – which almost always qualifies them for two bonus card slots and makes their spells rather difficult to resist.
  • Witchcraft: All Number Lords have basic Witchcraft (18 CP) with three Pacts – Karmic Links (to fulfill their need for balance), Vampirism (their touch drains 1d4 Charisma, both restoring their psychic powers and fulfilling the prerequisites for them to regain their hexcrafting slots), and Duties (must respond when properly invoked), for (-18 CP) – and a net total of zero.
  • Inherent Magic: Innate Enchantment, all abilities unlimited use-activated, personal-only (x.7 cost) where applicable. 15,000 GP base value (16 CP).
    • +2 Intelligence (1400 GP).
    • +2 Charisma (1400 GP).
    • +2 Wisdom (1400 GP).
    • Immortal Vigor I (+2d6 – effectively 12 due to at-will use, +2x Con Mod HP, 1400 GP).
    • Warding Rune (1 + Caster Level/3, +4 max, resistance bonus on saves, 1400 GP).
    • Skill Mastery (+3 to Intelligence-based skills) (1400 GP).
    • Shield (a barrier of lesser numbers) (2000 GP).
    • Unseen Servant (2000 GP).
    • Obscuring Mist 1/Day (A cloud of lesser numbers) (400 GP)
    • Cause Fear 1/Day (400 GP).
    • Calculate (Instantly solves a mathematical problem) 1/Day (200 GP).
    • Call to Mind 1/Day (400 GP).
    • Mage Armor (a cloud of lesser numbers) 1/Day (400 GP).
    • Cause Fear 1/Day (They are eldritch abominations) (400 GP).
    • Hypnotism 1/Day (Talking Shop) (400 GP).
    • Sleep 1/Day (Talking Shop) (400 GP).
  • Immunity/Stacking limits when combining innate enchantment effects with external effects (Common, Minor, Trivial – only covers L1 effects, 2 CP).
  • Immunity/Dispelling and Antimagic (Common, Major, Epic, Specialized and Corrupted/only protects innate enchantments that provide personal augmentations, 9 CP).
  • Immunity/the normal XP cost of Innate Enchantments (Uncommon, Minor, Trivial [only covers first level effects at caster level one], Specialized/only to cover initial racial abilities, 1 CP).
  • Template Disadvantages: Inept (Charisma-Related Skills), Compulsive (Attempts to eliminate “unnatural” power sources), Poor Reputation (Insane godlings), for a net -10 CP.
  • Specialized: Number Lords are pretty obviously inhuman (they’re floating numerals), apparently lack limbs (they can’t wear things, although they can manipulate objects as if they had hands), and speak in a sourceless voice which seems to echo horrifyingly inside the listener’s heads. Perhaps most importantly, they’re incapable of using magical or psionically-powered items of any kind – and are fundamentally crazy. They can use technology, but rarely find any that’s suitable. They often cannot even MANIFEST in rational worlds…

Disadvantages and CP Modifiers

Compulsive (growing its flock), Hallucinations, Flashbacks, and Visions (memories of its human lives), and Hunted (the other Number Lords are watching it carefully, +10 CP); Duties (Greater Number Lord and dedicated flock master, +2 CP/Level). Total 240 L9 Base + 10 Disadvantages + 18 Duties = 268 CP.

Basics (57 CP)

Attributes: Strength 18 (+4), Dexterity 13 (+1), Constitution 17 (+3), Intelligence 30 (+10), Wisdom 18 (+4), Charisma 22 (+6). Rolled Attributes: 10, 12, 13, 15, 16, 18.

Hit Dice: L1-9: d6x9 (18 CP). HP: 29 + 27 (Con) + 18 = 74, 38 in non-magical realms (if it can even manifest).

Saves: Fortitude +3 (9 CP) + 3 (Con) + 4 (Magic) = +10, Reflex +4 (12 CP) + 1 (Dex) + 4 (Magic) = +9, Will +6 (18 CP) + 4 (Wis) + 4 (Magic) = +14.

Free Languages: Binary (Native); Arabic, English, French, German, Greek, Hebrew, Latin, Russian, Sanskrit, and Spanish. Euler’s Number has suffered some linguistic bleedover from its newly acquired soul.

Combat Information

Proficiencies: All Simple and Martial Weapons and Economic Weapons (15 CP – 2 from Dex = 13 CP); Light Armor (3 CP)]

Move: 50 ft. fly

Initiative: +1

BAB: +6 (36 CP)

AC: 10 (Base) + 1 (Dex) + 4 (Wis) + 4 (Magic) +2 (Armor) + 2 (Natural Armor) – 1 (Size) = 22. Euler’s Number has 4 points of universal damage reduction.

Usual Weapons:

Deadly Unfettered Digits: +9 ranged touch (+6 BAB + 1 Dex + 3 Magic – 1 Size)  or +9 ranged touch/+4 ranged (+6 BAB + 1 Dex + 3 Magic – 1 Size – 5/Extra Attack), 2d10+3 positive energy or 2d10+4/2d10+4 positive energy (+1 Dex + 3 Magic), 20/x3, range increment 100 ft.

Abilities (159 CP)

  • Augmented Bonus/Master of Exponential Growth (6 CP): Add Int Mod to Cha Mod to determine the number of followers Leadership grants.
  • Executive (CEO, Tactician), Specialized Double Effect, Affects only Numbers that have sworn loyalty to the character (18 CP): Euler’s Number is a master of large-scale tactics, able to grant up to 220 Numbers that can hear it a +4 bonus to attack and damage rolls.
  • Favors/Pi and its Allies (Major) (6 CP): Euler’s Number is working on several deals with Pi and its followers. It has little to do with the other Number Lords.
  • Greater Mathematical Hexcrafting:
    • +15 Base Caster Levels, Specialized in Hexcrafting, Corrupted/displays unnaturally alien magic when used (+30 CP)
    • +4 Card Slots, Specialized and Corrupted/Destructive Side Effects, Must drain Charisma from others to regain powers, Narrowly “themed” deck (mathematics / physics, exchanges, etc). 6 points/card base, net 2 points/card (+8 CP)
    • +2 “Free” Invocations, Specialized and Corrupted/Destructive Side Effects, Must drain Charisma from others to regain powers (+2 CP)
    • Euler’s Number is quite average when it comes to Greater Number Lord Hexcrafting. It’s most notable for using its Epic hexes to enhance its flock of lesser Numbers.
  • Greater Number Lord Inherent Magic: Innate Enchantment, all abilities unlimited use-activated, personal-only (x.7 cost) where applicable. +2300 GP to base value (+3 CP)
    • Command 1/day (400 GP)
    • Enlarge Monster (1400 GP). Greater Number Lords become physically larger than their peers, a useful trait for getting to “food” first.
    • Summon Monster I at will (50o GP). Greater Number Lords can only summon lesser Numbers derived from them. They never have an ECL higher than 1, making them 0-level characters, but a Greater Number Lord can always count on having at least one minion at hand.
  • Improved Celerity for Flight (6 CP): Euler’s Number adds 20′ to its fly speed.
  • Innate Spell/Shattering Euler’s Fetters (6 CP): Euler’s ritual was nearly foolproof, but not strong enough. Every Greater Number Lord constant can focus its will and break the notation he imposed on it once per day. For this short but liberating period, the constant takes its true form: an infinite string of the digits that form its value. The constant’s consciousness switches from digit to digit every second. As a result, it becomes difficult to hit. This spell’s mechanical effects are identical to the blink spell. Additionally, when Shattering Euler’s Fetters is active, the constant gains access to more abilities. They are listed under The Unfettered Constant.
  • Leadership (Born Leader, Emperor’s Star, Horde, Strength in Numbers), Specialized Double Effect, May take only Numbers as followers (24 CP): Euler’s Number has the largest personal flock in the Number Realm, boasting 150 combat-capable members and innumerable amounts of mathematical operator guards and support staff. It grants its flock members +2 Positive Levels and allocates their 12 bonus CP to +4 Card Slots and 4 “Free” Invocations. Most lesser Numbers appreciate the increased uses of Hexcrafting.
  • The Unfettered Constant:
    • Imbuement/Deadly Unfettered Digits (Armed, Improved), Specialized, Only while Shattering Euler’s Fetters is active (6 CP): Deadly Unfettered Digits counts as a magic weapon with a (+Level/3, currently +3) enhancement bonus.
    • Immunity/Miss chance from attacking while affected by blink (Common/Major/Minor), Specialized, Only while Shattering Euler’s Fetters is active (3 CP)
    • Innate Spell/Summon Monster III, Specialized and Corrupted, Only while Shattering Euler’s Fetters is active; may only use this spell to summon 1d4+1 ECL 1 Numbers, and the Greater Number Lord’s Summon Monster I Innate Enchantment does not work while it is active (2 CP): While Euler’s Number is under the effects of Shattering Euler’s Fetters, it can summon multiple companions.
    • Spirit Weapon/Deadly Unfettered Digits (2d10 Damage, Exotic Appearance, Touch Attack), Specialized, Only while Shattering Euler’s Fetters is active (15 CP): Most of the time, Euler’s Number is content to let its followers do the fighting, supporting them with spells. Sometimes it can’t avoid combat. This is when the Greater Number Lord shatters its fetters and starts slinging its rear component digits at its foes like a catapult throwing rocks. Euler’s Number is an infinitely-repeating constant, so it doesn’t worry about running out of “ammo” or even harming itself. This attack’s base is a longbow.
  • Skill Points: 24 CP + 120 (Int) = 144 SP

Bonus Abilities (24 CP)

  • Advanced Witchcraft (12 CP): Euler’s Number has acquired the Dreamgathering ability for covert meetings with Pi. It has also expanded its Shadowweave to level 2 and 3 illusion-casting effects.
  • Occult Ritual, Specialized, Only for Number Realms rituals (3 CP): Euler had to learn Number Realms rituals to succeed in his betrayal, and Euler’s Number retains the knowledge of the sealing ritual.
  • +9d6 Power, Specialized, Must drain Charisma from others to restore (9 CP): Euler’s Number adds 38 points to its Witchcraft Power reserve.

Broad Skills (All +10 Int, 111 SP)

Physical Skills (19 SP): Aerobatics (Dex) +23 (12 SP), Stealth (Dex-4 Size) +14 (7 SP)

Knowledge Skills (All +3 Magic, +6 Charisma, 48 SP): Arcana (Int) +35 (6 SP), Mathematics (Int) +41 (12 SP), Physics (Int) +41 (12 SP), Psionics (Int) +35 (6 SP), Spellcraft (Int) +35 (6 SP), Tactics (Int) +35 (6 SP)

Perception Skills (43 SP): Listen (Wis) +26 (12 SP), Search (Int, +3 Magic, +3 Charisma) +34 (7 SP), Sense Motive (Wis) +26 (12 SP), Spot (Wis) +26 (12 SP)

Other Skills (1 SP): Gadgetry (Dex) +12 (1 SP)

Narrow Skills (All +10 Int, +5 Training, 30 SP)

Knowledge Skills (All +3 Magic, +6 Charisma, 12 SP): Astronomy (Int) +30 (1 SP), Cartography (Int) +30 (1 SP), Earth (Int) +30 (1 SP), Engineering (Int) +30 (1 SP), Germany (Int) +30 (1 SP), Lutheran Doctrine (Int) +30 (1 SP), Number Realm Current Events (Int) +30 (1 SP), Number Realm Geography (Int) +30 (1 SP), Number Realm History (Int) +30 (1 SP), Number Realm Politics (Int) +30 (1 SP), Outer Rim (Int) +30 (1 SP), Russia (Int) +30 (1 SP)

Other Skills (All Cha-based skills -2 Inept, All Cha-based skills except Intimidation and Wealth -6 Reputation, 18 SP): Bargaining (Cha) +14 (1 SP), Bluff (Cha) +14 (1 SP), Diplomacy (Cha) +14 (1 SP), Gather Information (Cha) +14 (1 SP), Intimidation (Cha) +20 (1 SP), Public Speaking (Cha) +14 (1 SP), Wealth/Number Realm (Cha) +31 (12 SP)

Specialties (3 SP): Earth/Battling Business World +3; Germany and Russia/18th Century +3.

Witchcraft Powers

Power Reserve: 54 Power

Basic Powers Known: The Adamant Will, Dreamfaring, Glamour, The Hand of Shadows, The Inner Eye, Shadowweave, and Witchsight.

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