XCEF

Doge class

Jan 1st, 2018
197
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 4.00 KB | None | 0 0
  1. VARGR
  2.  
  3. The Vargr (or Vargar for singular) are humanoid creatures, capable of shifting between wolf and humanoid forms. In human forms, they tend to have distingushing features, such as canine ears. They are also known as werewolves.
  4.  
  5. The Vargr appeared during the Age of Blades and Claws. During those dark times, a group of the Vang were forced into the mountainous wasteland known as the Barrens by their enemies. With no food or shelter, the humans who were to be Vargr could do nothing but die, or so it seemed. Perhaps the God of Wilderness and Civilisation took pity on them, for fifty years later, the Vargr emerged from the Barrens as creatures capable of shifting between wolves and men, having tossed away human civilisation. Vargr attacks grew so bad the city of Arinna built a series of castles along the border to intercept packs coming to prey on the lowlands.
  6.  
  7. An uneasy peace exists between the Vargr and the Vang, with only recently Vargr being allowed to openly leave the Barrens to settle elsewhere. The Vargr still remember the Vang who forced them into the Barrens, and the Vang remember the fearsome packs that once prowled the night, but the bloody times were mostly ended by the Vargrian Accord thirty years ago.
  8.  
  9. Horses are terrified by the Vargr, and have been known to throw their riders at the scent of the werewolves. Centaurs have a deep enmity for Vargr, who preyed on their herds for many years.
  10.  
  11. They tend towards having white, brown, balck or grey hair, with slitted pupils. Vargr tend to have more doggish traits than they would like to think, often being excitable and enjoying pats. Few would admit this, however, and someone treating them like a family pet may find themselves with a few more toothmarks than they had previously.
  12.  
  13. Vargr, in their long seperation from the Vang, have their own naming system.
  14. Example names: Garm, Hela
  15.  
  16. ----CUB----
  17.  
  18. A younger member of the pack, with little seniority. However, even cubs are much larger than any normal wolf, and capable of killing the unwary with ease.
  19.  
  20. -> FENRIR
  21. CUB -> WOLF
  22. -> SKOLL
  23.  
  24. Pref stats: STR, SKL
  25.  
  26. HP 19
  27. STR 5
  28. MAG 0
  29. SKL 3
  30. CON 5
  31. AID 4
  32. LUK 2
  33. DEF 1
  34. RES 1
  35. SPD 4
  36. MOV 4
  37.  
  38. Profs: Fang (E)
  39.  
  40. Promotes to:
  41. WOLF
  42.  
  43.  
  44. ----WOLF----
  45.  
  46. Wolves are full-grown, having found their role in the pack. They follow the commands of a fenrir to take down prey and foe alike, and woe to those who try to hunt them from horseback.
  47.  
  48. HORSE-KILLER:
  49. The Wolf gains +2 AS and +3 DMG against horse- and pegasus-mounted units. Successful counterattacks against mounted units disable their Canto skill.
  50.  
  51.  
  52. PROMOTION BONUS: HP +1 STR +2 MAG +0 SKI +2 CON +1 AID +1
  53. LUC +1 DEF +1 RES +0 SPD +2 MOV 5
  54.  
  55. Pref Stats: SKL, SPD
  56. Profs: Fang (D), Claw (D)
  57.  
  58. ----FENRIR----
  59.  
  60. Fenrirs are giant wolves, with dagger-long teeth and deadly claws. Fenrirs coordinate their pack to take down enemies with howls audible for miles.
  61.  
  62. PROMOTION BONUS: HP +2 STR +2 MAG +0 SKI +2 CON +2 AID +2
  63. LUC +1 DEF +2 RES +1 SPD +2 MOV 6
  64.  
  65. PACK TACTICS:
  66. As an action, the Fenrir can designate one enemy unit, twice per map. The Fenrir and all his allies gain +2 DMG, +15 to Hit and +10 to Critical Rate until either the designated enemy or the Fenrir fall to 0 HP. Only one enemy can be marked at a time. Certain enemies may not be available for marking.
  67.  
  68. Pref Stats: SKL, SPD
  69. Profs: Fang (A), Claw (A)
  70.  
  71. ----SKOLL----
  72.  
  73. Skölls are loners, that roam out far ahead of a pack or completely individually. Silently padding for miles, Skölls were the horror in the night for the bordering Vang.
  74.  
  75. PROMOTION BONUS: HP +3 STR +3 MAG +0 SKI +2 CON +3 AID +3
  76. LUC +1 DEF +1 RES +0 SPD +1 MOV 6
  77.  
  78. Skölls gain Daunt. If they already had that skill, they may choose a different character specific skill with the price of free.
  79.  
  80. LONE WOLF:
  81. When less than three allies are within three spaces, the Sköll gains +2 to Damage, Damage resistance, and +10 to Hit and Evasion.
  82.  
  83. Pref Stats: STR, SPD
  84. Profs: Fang (A), Claw (A)
Add Comment
Please, Sign In to add comment