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Endless Legend SW

a guest May 13th, 2017 348 Never
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  1. Allayi
  2. - Flight: Can Fly at base Pace. (+2)
  3. - Shifting: (+2)
  4. Light Form (Summer, +1 die to Persuassion (min. d4))
  5. Dark Form (Winter, +1 die to Fighting (min. d4))
  6. - One with the Seasons: +4 bonus to resist hot & cold. (+2)
  7. - We Chosen Few: Major Hindrance (Vow, To Protect Auriga), Minor Hindrance (Stubborn) Racial Enemy (Necrophages) (-4)
  8.  
  9. Ardent Mages
  10. - Dust Magic: Bolt with 5 PP (+1)
  11. - Arcana Experts: Spellcasting d6 (+1)
  12. - Power through Pain: Can gain 1 point of Fatigue for 2 PP, or a Wound for 1d6+1 PP (+2)
  13. - Haughty: Major Hindrance (Arrogant) (-2)
  14.  
  15. Broken Lords
  16. - Dustborn Construct: +2 to recover from being Shaken, don’t suffer wound modifiers, and are immune to poison and disease. Broken Lords cannot heal naturally, only through Dust Magic. (+2)
  17. - Appetite for Dust: The Broken Lord must siphon at least a pound of Dust once per day for an hour out or become automatically Fatigued each day until they are Incapacitated; the day after that, they perish. (-2)
  18. - Dust Siphon: Touch Spell Attack, Uses Spirit if hits, 4 PP, Vigor roll off, if victim fails, Broken Lord drains a point of Fatigue (a Wound if victim rolls a 1 on the Vigor die) and 1d4+1 Power Points, 10 PP (+2)
  19.  
  20. Cultists:
  21. - Construct: +2 to recover from being Shaken, don’t suffer wound modifiers, and are immune to poison and disease. Cultists cannot heal naturally, only through a Repair roll with no Golden Hour.
  22. - Hail to the Queen!: Major Hindrance (Vow, to the Queen of the Eternal End). (-2)
  23. - Fanatics: Cultists start with a d6 in Spirit (+2).
  24.  
  25. Drakken(lings)
  26. - Thick Hide: +2 Armour. (+2)
  27. - Natural Weapons: tail slap, claw or bit for Str+d4 damage. (+1)
  28. - Minor Hindrance (Pacifist)
  29.  
  30. Nercophages
  31. - Faster Epomorphisis: Start with a d6 in Vigor. (+2)
  32. - Poison: Victims that suffer a Shaken result from your natural weapons must make a Vigor roll or be paralyzed for 2d6 rounds. (+2)
  33. - Natural Weapons: Claw Str+d6. (+2)
  34. - Outsider: -2 Charisma. (-2)
  35. - Pitiless: Major Hindrance (Bloodthirsty). (-2)
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