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- ++ Gear Loadouts
- +++ Rogue
- * +3 Agility, Stealth, Ranged and Melee
- * Light tunic and mask
- * Shiny dagger - A very pretty, dazzling knife.
- * Confuse - Roll stealth vs. enemy mdef to cause -2 to enemy's next offensive and defensive roll.
- +++ Wizard
- * +3 Agility, Academics, Science, and Engineering
- * Wizardly robes and hat
- * Wizard Tome - An arcane book of wizardly spell. Four of them. It's a short book.
- * Fireball - Academics acting as Ranged, Fire damage, adds 1d4 damage/turn burn condition on hit
- * Lightning Bolt - Academics acting as Ranged, Lightning energy damage, spreads to next available enemy on success
- * Blink - Academics roll of DC 5, Move up to 10m in any direction. Land in wall on critfail (causes stuck condition). Matter at destination is switched with user.
- * Magic Missile - 1d3+2 damage magic projectile attack, can't miss.
- +++ Warrior
- * +3 Pdef, Strength, HP, and Melee
- * Heavy plate armor
- * Tower shield
- * Greatsword - A very large, very sturdy, slightly magical sword.
- * Greater Cleave - Hits all nearby opponents. 'Nearby' is very broad.
- +++ Cleric
- * +3 Medical, Academics, PDef, and HP
- * Cleric Robes
- * Cleric Staff - A large wooden staff covered in intricate, nature-y designs.
- * Heal - Medical roll unrestricted by time/materials, with no fail penalties. Can be used in combat, but counts as a full action.
- * Blinding Light - Academics roll of DC 4, -4 to all enemy perception, agility, and pdef.
- * Mage Light - Academics roll of DC 2, +3 to all ally perception, -3 to enemy sneak
- * Extreme Senses - Academics roll of DC 4, +4 to perception (caster only), awareness through walls for 10m, +2 to academics/science/engineering
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