Advertisement
Cheesypower

Spilled Ink (Blackguard)

May 4th, 2014
337
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 4.82 KB | None | 0 0
  1. Name: Spilled Ink
  2. Gender: Male
  3. Race: Crystal Pony
  4. Class: Blackguard
  5. Hits/Wounds: 5/5 (Currently 5/5)
  6. Talent: +2 Death Blow
  7. Skills: Death Blow, Transfix, Blast(necromancers), Crystal Emotions(racial), Recovering Memory(racial) Aura Melding, Vitality Transfer, Mental Link, Decrepify
  8. Weapon: Crystal sword(single), Sombreic pendant (Catalyst)
  9. Aura: Purple
  10. Magic Schools: Psionism (A, B), Fertility (A), Shapeshifting (A)
  11. Inventory: Crystal empire armor, Sleeping bag, Marching rations, 3 power gems
  12. Background: Former guard in the Sombra era, he decided to protect ponies by joining the monsters. Even now, he uses the darkest of arts to protect those he holds dear, if only because it is the only path left to him.
  13.  
  14. Skill Effects
  15. Death Blow: 1d10+2, deals an additional 1 wound damage, additional action next turn on kill
  16. Transfix: 1d10, renders target helpless
  17. Blast: 1d10, autocrits on Necromancers, hits all nearby targets on crit
  18. Aura Melding: 1d10, Instant
  19. Vitality Transfer: Automatic; lose x hits to heal surrounding allies for x hits
  20. Mental Link: 1d10
  21. Decrepify: 1d10, -1 DC
  22. *Add "-1 to crit" when Aura is active
  23.  
  24. Skill Rules
  25.  
  26. Death Blow
  27. Weapon, Recharge 3; On success, removes a wound in addition to normal damage done. If this kills the enemy, your first action next turn is Instant.
  28.  
  29. Transfix
  30. spell; overpowers an opponent's mind, rendering them helpless as long as you successfully use this skill on them. All rolls after the first success have Min 5+. On crit, you control the target as though it were a minion for the next turn.
  31.  
  32. Blast: weapon, recharge 1; your weapon lands with explosive force. This attack autocrits a specific type of foe, selected when the skill is learned. Hits all nearby targets on a crit.
  33.  
  34. Aura Melding
  35. Instant; The user's entire body becomes one with their aura. They become intangible to all physical attacks. Anyone who touches them is subjected to one of the user's Aura Elements. However, they are also unable to make any physical actions beyond movement. Once the user has melded with their aura, every turn, they must make an instant roll aciton to remain melded. Every time they are hit by a physical attack, instead of taking damage, the DC for staying melded goes up by 1.
  36.  
  37. Vitality Transfer
  38. An aura user may transfer their hits to another within melee range as an automatic action. When using this action on an individual you are fighting, for whatever reason, the action is no longer automatic. The recipient cannot go above their max amount of hits. The user can knock themselves helpless, but the spell then ends there.
  39.  
  40. Mental link
  41. The Aura user is capable of linking minds with others. If the user is willing, the effect is automatic. Otherwise, it must be rolled. A mental link may only be establish with a recipient within view or with a recipient at a known location who is also looking to establish a link with the user. Establishing a mental link not only allows the user to transmit and hear thoughts of the recipient, it is also necessary for the use of any other Psionic spells. Only one mental link may be established at a time. If any Psionic skill used critfails, it breaks the Mental Link.
  42.  
  43. Decrepify
  44. Once the Mental Link is established, the Aura User may flood the enemy's mind with distractions, causing them to fight less effectively. They get a -1 to rolls for each turn the Aura User actively uses the effect.
  45.  
  46.  
  47. Aura Effects
  48. a. Don't Punch a Bomb: Even upon successfully hitting a Purple Aura user, you are still hurting yourself. When successfully hitting a Purple Aura user, the enemy takes damage directly congruous with how much damage was done.
  49.  
  50. b. The Explosive Touch: A melee attack is one thing, but a melee attack followed by an explosion of congruent force is a much more awesome thing. Purple Aura users get -1 to the minimum for critical success.
  51.  
  52. c. All Are One: Purple Aura users are able to connect minds with each other. The effects of this are numerous, but may not be apparent to a novice level aura user.
  53.  
  54. d. Equal but Opposite Reaction: Just as enemies are damaged when attacking a Purple Aura user, the user is damaged when attacking others. However, due to the typically strong will of Purple Aura users combined with a fighting style designed to mitigate this problem as much as possible, the damage done to themselves is halved.
  55.  
  56. Melding with Purple Aura makes the explosions resulting from hitting enemies with melee attacks no longer effect the user.
  57.  
  58. Vitality transfer is explosive in the hands of a Purple Aura user. A single hit from the Purple Aura user provides a hit to every ally in melee range.
  59.  
  60. There is no limit to the number of Mental Links a Purple Aura user may have. Anyone connected to the Purple Aura user may also be connected to each other if the user so wishes. In this way, they are like a walking mental router.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement