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MAJOR TOM for HQ(backup)

Oct 6th, 2017
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  1. Name: Major Tom
  2. Gender: Male
  3. Race: Horse
  4. Class:
  5. Age and Maturity: 3000 years old
  6.  
  7. Talent: Alien Biology; The DC for all magic and toxifying attacks against Major Tom are increase by +1
  8.  
  9. Unbreakable Will: passive; famously stubborn, donkeys are immune to mind control, domination, intimidation and suggestion.
  10. Arcane Resistance: passive; Being one of the least magical races in Equestria is a two way street. Magic spells and effects don’t take as much of a toll on you as the other races. DC for offensive spells against you is +1 (Magic Bolt hits on 7+ instead of 6+ etc.)
  11. Immune Response: passive; once per combat; You are slightly more resistant to toxic poisons. You take no damage the first time you are poisoned or critfail using poisoned weapons in combat. All subsequent poisonings incur normal poison damage.
  12. Pain Tolerance: passive; Your body isn’t too large, but it is resilient. You can take more of a beating than most other races. You start the game with an extra wound bringing your base total to 5/6
  13. Big Game Hunter: +1 to all rolls against big, scary or otherwise particularly remarkable foes. Once said foe is near death, you may roll to finish it off instantly, even if it isn't helpless
  14. Marked for Death: Recharge 4; Marks a target. All successful rolls against it Autocrit for 2 turns. On crit fail, you mark yourself, and your next roll, if a fail, count as crit fail
  15. Nerves of Steel: Passive; Reduces all Recharges by 1, to a minimum of 1
  16. Marksman Shot: recharge 3, requires ranged weapon, weapon; autocrits (any success is critical), benefits from Trick Ammo
  17. Gadget: Makes a nifty device to aid with a specific task. Once successfully built, the gadget provides +1 to a specific action for the owner. A gadget can be given to allies. The gadget breaks if the owner rolls a failure when using that skill, or a new gadget is built.
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