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stats and inventory

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Nov 27th, 2022
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  1. Your stats
  2.  
  3. Strength-[8] /Aberrance -[3/3] /Instinct-[6] /Speech-[7] / Corporeality –[7/7 ] /Insight – [8]
  4. Skills:
  5. Chosen; When you roll for an action use Bo3
  6. Rascal; +3 to sneak and investigation
  7. Animal empathy: +3 to roll of Speech and Insight when interacting with an animal.
  8. Camper: +2 to all survival skill rolls
  9. True sight: Immunity all types of charm magic, this creature’s eyes can pierce illusions.
  10. “Demonic” vigor: Reduce all damage by 1
  11. Spell crafting 8/10; when modifying and creating spells you get a +8 bonus
  12. Radial rune crafting: You can cast two spells at once, the second spell halves in aberrance cost and efficiency (min of 1)
  13. Basic weapon training (2 handed weapons); +2 to hit with 2 handed weapons
  14. Monster killer (All); +1 damage to all types of creatures
  15. Soul scrapping (Apprentice): Can absorb the (aberrance-1) from a corpse.
  16. First aid training; You automatically succeed rolls to bring someone from 0 to 1 Corporeality
  17. Guitar (1/4)
  18. Illusionist(novice); Your illusions cost -1 aberrance to cast to a min of 1. All your illusions can be visual and auditory without increasing the cost.
  19.  
  20. Injuries:
  21. Damaged Lungs = Each successive (Strength) roll after a first receives a cumulative -3 modifier. You lose penalties after a 5 min rest.
  22.  
  23. Spells:
  24. <Minor heal = [1 Aberrance] (Range: Touch) (Heal 1 Corporality or +3 to medicine rolls)>
  25. <Mage armor; (1 Aberrance) (Add Insight/2 to your armorvalue, dispels after 1 hit or 10 min)>
  26. <Force arrow [3 Aberrance] (Range: Medium) (1d10 blunt damage)>
  27. <Greater Grease: [3 Aberrance] (Range: Long)( A small area becomes completely frictionless for ten minutes)(creatures in this area cannot slide more then five feet per ten seconds)(can be dismissed by caster) >
  28. <Improvised flash: [1 Aberrance] (Range: Short)( target creature suffers the lingering injury Blind for 3 turns) (Roll 1d4= on a 4 you are also blinded)>
  29. <Anti-magic sphere = [4 Aberrance] (Range: Medium) (All magic is destroyed within the sphere)(duration 5 min)(centered around caster)>
  30. <Spatial torsion; (20 Aberrance) (select a point you can see. All creatures within a small radius receive 80 damage) (Roll 3d4, for every 1 the area increases its size. If 3 ones are rolled it grows without control)>
  31. <Rending aura: [1 Aberrance] (Range: Touch)(Select 1 weapon, its next hit ignores resistances)(10 min duration)>
  32. <Vicious weapon: [4 Aberrance] (Range: Touch)(Select 1 weapon, its next hit deals 7 extra damage and ignores resistances/immunities)(10 min duration)>
  33. <Sleep = [3 Aberrance] (Range: Short) (creatures that fail their Insight save will fall unconscious for 1 min) (Save DC = to 10 + caster Insight)>
  34. <Fire bolt = [1 Aberrance] (Range: Medium) (2 fire damage) >
  35. < Invisibility = [3 Aberrance] (self or other) (+15 to stealth rolls for 15 min)>
  36. <Illusion = [X Aberrance] (range: long) (create a visual or auditory effect of your choice, realism depends on the aberrance put into it and the spell) (1 h duration)>
  37. Rest = [1 Aberrance] (Range: self) (Using this spells gives you half the sleep you need a day.)(The second time you use it a day, you will need to make a corporality roll DC 20 for it to work, the aberrance is spend even if it fails.) (Prolonged used may have adverse effects.)
  38. <Telepathy spell; (1 aberrance) The user can share/receive thoughts with/from a creature it can see for 5min. The user dictates all conditions and restrictions for the interactions, but they apply for both targets.>
  39.  
  40. Inventory: (49 Imperial coins)
  41. Rending Oakflesh Polearm = (1d8 + 3 slashing damage)(-3 to hit)(Range: Short)(2 hands)(0/6 Aberrance storage)(You can cast spells while you attack)(Gains aberrance on kill)
  42. Short sword; (1d2 +2 slashing damage)
  43. Long bow 1d4 piercing damage (Range: Long)
  44. Pistol (2d4 +1 piercing damage)(Range: Medium)(uses 1 pistol bullet)(This weapon gains no stat bonus to rolls.)
  45. Chest plate; Armor value of 14 + Strength/2
  46. Average disguise: Non-elves assume you are an elf; elves take a DC 20 Insight roll to realize something is wrong.
  47. Buckler shield (In order to hit you, your opponent must surpass your roll by more than 2)(no hands)
  48. Gas-mask; Wearer is immune to gas type poisons, +2 to hide your identity, -1 to hit rolls when equip, -1 to speech rolls
  49. Soul battery*2; (Contains 0/10 Aberrance) can be recharged pouring Aberrance into it or killing a creature equip with it
  50. Climbing tools; +5 to climbing rolls
  51. 2*Magic arrow (add 1 Fire damage to attacks with ranged weaponry that use this projectile)
  52. Medkit (this has 1 charges, add a +8 to medicines rolls if you spend one)
  53. Medkit x2 (this has 3 charges [each], add a +8 to medicines rolls if you spend one)
  54. Fuel *5
  55. Demon map; map of the Pre-Great war human land
  56. Demon laptop
  57. Infant spriggan; ???
  58. 20* Rations
  59. Flora’s contract
  60. Fedora; (-1 to speech, +1 to corporality)
  61. 4*pistol ammunition
  62. a Guitar
  63. Sack of gems (do not use, can be sold for a medium amount of coins) [
  64. 2* Inert True Flesh: This items shape cannot be altered by magic, it will naturally transform into True Flesh in 20 years. ]
  65. Leather boots (+1 to movement related rolls) [Equipped]
  66. -The Ark 1.02 (when making an Insight roll, if you have a way to access this digital archive and 1 min of time, you can add +0/+3/+6/+9 to your roll depending on how specific the knowledge is.) (Rarity of the knowledge is based on how much the players can find IRL. Example: First aid= +9 Polymer composition of sport vehicles = +0 )
  67. Post-war chimera blueprint: With sufficient equipment you can create post-war Chimeras
  68. Cyborg creator (???) (You dont know how it works)
  69. <Psalms of the vagabond: You can spend 30 min reading this book, if you do, you can auto crit any one roll of your choice BUT you roll 1d20 + insight, DC 12, if successful you lose 1 points from Insight permanently, failure will make the user go insane.
  70. NPC's that use this book and succeed will additionally suffer manic episodes for 1d4 days.>
  71.  
  72. Power armor: (Consumes 1 fuel per 8h of use) [Bulk 1 item if not equipped]
  73. -full body armor: Armor value of 26 , buff/debuff spells cant target the user.
  74. -2/2 engines: +6 to strength rolls, -2 to movement rolls
  75. -Ventilation: Immunity from airborne effects, can be submerged underwater for 40 min, no penalty for sprinting
  76. -Auxiliary vision: +3 to hit rolls, user can see in the dark.
  77. -Aberrance to fuel: Can use 2 aberrance instead of 1 fuel
  78. -Digital interface: Can connect, send and receive messages from other devices, autopilot available (simple commands)
  79. -Servo Claw: Instead of attacking with your weapon you can use this claw. (+ 14 to rolls ,1d2+3 crushing damage)
  80.  
  81. >TRUCK STORAGE
  82. 2*Trade Good [Food; Bulk 1]
  83. 1*Trade Good [Monstrous bones; Bulk 1]
  84. 1*Trade Good[Monstrous Leather; Bulk 1]
  85. + Dinosaur entrails ( whatever you could expect to find inside a dino, 1 use)
  86. Mothmen Pupae (Bulk 1)( there are 8 inside this grouping)]
  87. X*Nativity tree seed (Mothmen)(The inner workings of this biological factory are a mystery to you)
  88.  
  89. Other;
  90. [hideout; Anny's family farm]
  91. [hideout; Saintimors estate]
  92. [Martyrdom route] chosen
  93. 1* Horse
  94. Flora
  95. TRUCK (6 fuel) (1 fuel per day)(3 storage unit)(3 storage freezer unit)
  96. Elven Citizenship: You are recognized as a citizen of the Democracy. You do not have the right to vote because you do not pay any taxes but you can own land in the Democracy, among other things."John Quest”
  97.  
  98.  
  99. Ghal Stats
  100. Tyr = Strength-[3] /Aberrance -[4] /Instinct-[4] /Speech-[3] / Corporeality –[4] /Insight – [6]
  101. Inventory:
  102. Hammer 1d4 blunt damage
  103. Chestplate; Armor value of 14 + Strength/2 = 15
  104. Average disguise: Non-elves assume you are an tyr; elves take a DC 18 Insight roll to realize something is wrong.
  105.  
  106.  
  107. Potato Stats
  108. Strength-[1] /Aberrance-[4/9] /Instinct-[4] /Speech-[3] / Corporeality – [1] /Insight – [3]
  109. Runic flesh; No need for runes when casting spells.
  110. Born illusionist: Can create and maintain illusions with less aberrance.
  111. Unstable construct: Every 4 days you need to spend 1 aberrance or die
  112. Construct: you do not regenerate aberrance or corporality. This creature cannot die of old age.
  113. Soul scrapping (Apprentice): can absorb the aberrance-1 from a corpse.
  114. Anemic; damage taken increases by 1
  115.  
  116.  
  117. Flora Stats
  118. Strength-[5] /Aberrance-[2/18] /Instinct-[6] /Speech-[5] / Corporeality – [4] /Insight – [6]
  119. Runic flesh; No need for runes when casting spells.
  120. Born illusionist: Can create and maintain illusions with less aberrance.
  121. Master illusionist: All pure visual spells take -3 aberrance to cast
  122. Forest walker: Double the walking speed of this creature in forest
  123. Ancient; Insight and instinct rolls can have a +5 if you have 5 min preparation.
  124. Unstable construct: Every 4 days you need to spend 1 aberrance or die
  125. Construct: you do not regenerate aberrance or corporality. This creature cannot die of old age.
  126. Soul scrapping (advance): can absorb the aberrance+2 from a corpse.
  127.  
  128. Claw [Disabled due to disguise] 1d6 damage
  129. <Spells: This creature knows all illusions spells and all spells that cost below 2 Aberrance>
  130. <Spend 1 Aberrance to animate 1 tree for 1h>
  131.  
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