
Character
President Arthur Sterling
A public character created with Summon Worlds.
Open in Summon WorldsDetails
- Type
- Humanoid
- Race
- Human
- Class
- Rogue
- Gender
- male
- Alignment
- Lawful Evil
- Size
- Medium
- Armor class
- 18
- Hit points
- 150
- Speed
- 30
- Challenge
- 15
- Experience
- 13000
- Languages
- Common, Undercommon
- Senses
- Darkvision 60 ft., Passive Perception 14
- Skills
- Deception, Persuasion, Insight, Arcana
Biography
Arthur Sterling was a brilliant but morally fractured geneticist who survived the nuclear holocaust by descending into Vault-7 with a singular obsession: preserving humanity through absolute control. Haunted by the chaos and suffering he witnessed in the final days of the surface world, he became convinced that free will and democratic choice were humanity's fatal flaw, and that only an iron-fisted dictatorship could ensure survival. Using his scientific expertise, he gradually poisoned the previous administrative council and seized total power, rewriting the vault's historical records to position himself as a visionary founder rather than a usurper. To maintain his iron grip across generations without revealing the horrifying truth of their subterranean prison, Sterling engineered an elaborate illusion of timeless prosperity while secretly harvesting his own citizens' biological material to synthesize replacement colonists, eliminating the need for natural reproduction and all its unpredictable complications. Each morning, he consumes a cocktail of experimental compounds that keep his aging body functioning despite being nearly 150 years old, while his propaganda apparatus perpetuates the myth of his supernatural immortality and divine right to rule. Sterling has long since abandoned any pretense of serving his people—he views them as biological resources, experimental subjects, and architectural elements in the grand monument to his ego that the vault has become.
Attributes
Strength
12, modifier +1
Dexterity
16, modifier +3
Constitution
20, modifier +5
Intelligence
20, modifier +5
Wisdom
18, modifier +4
Charisma
22, modifier +6
Actions
Bio-Engineering Command
As an action, command the creation of 1d4 new citizens from biological matter. Each citizen has 10 HP and acts on your initiative.
Propaganda Speech
As an action, choose up to 3 creatures within 60 ft. to make a DC 18 Wisdom saving throw or be charmed for 1 minute, believing you are their savior.
Experimental Drug Injection
As a bonus action, inject yourself with a cocktail, granting advantage on all saving throws until the end of your next turn.
Subterranean Strike
Make a melee attack with a dagger (+9 to hit, 1d4+5 piercing damage). On a hit, the target must succeed on a DC 18 Constitution saving throw or be poisoned for 1 minute.
Abilities
Master Manipulator
Gain advantage on Charisma checks against citizens.
Immortal Illusion
Regain 10 hit points at the start of each turn if not reduced to 0 HP.
Saving throws
strength
+1
dexterity
+3
constitution
+5
intelligence
+5
wisdom
+4
charisma
+6