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stats and inventory

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Jun 26th, 2022
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  1. Strength-[7] /Aberrance -[2] /Instinct-[6] /Speech-[7 -1] / Corporeality –[6 +1] /Insight – [7]
  2. Skills:
  3. Rascal; +3 to sneak and investigation
  4. Animal empathy: +3 to roll of Speech and Insight when interacting with an animal.
  5. Camper: +2 to all survival skill rolls
  6. “Soulless”: Magic can’t put you to sleep or charm you. (Next level 2/3)
  7. “Demonic” vigor: Reduce all damage by 1
  8. Spell crafting 8/10; when modifying and creating spells you get a +8 bonus
  9. Basic weapon training (2 handed weapons); +2 to hit with 2 handed weapons
  10. Monster killer (Cursed); +1 damage to Cursed type creatures
  11. Monster killer (Aberrations); +1 damage to Aberration type creatures
  12. Chosen; When you roll for an action use Bo3
  13.  
  14. Spells:
  15. <Minor heal = [1 Aberrance] (Range: Touch) (Heal 1 Corporality)>
  16. <Mage armor; (1 Aberrance) (Reduce the damage received from one attack by 3 to a min of 0) (stays for 10 min)>
  17. <Force arrow [3 Aberrance] (Range: Medium) (1d10 blunt damage)>
  18. <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)>
  19. <Anti-magic sphere = [4 Aberrance] (Range: Medium) (All magic is destroyed within the sphere)(duration 5 min)(centered around caster)>
  20. <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)>
  21. <Rending aura: [1 Aberrance] (Range: Touch)(Select 1 weapon, its next hit ignores resistances)(10 min duration)>
  22. <Vicious weapon: [4 Aberrance] (Range: Touch)(Select 1 weapon, its next hit deals 7 extra damage and ignores resistances/immunities)(10 min duration)>
  23. <Sleep = [3 Aberrance] (Range: Short) (creatures that fail their Insight save will fall unconscious for 1 min) (Save DC = to 10 + caster Insight)>
  24. <Fire bolt = [1 Aberrance] (Range: Medium) (2 fire damage) >
  25. < Invisibility = [3 Aberrance] (self or other) (+15 to stealth rolls for 15 min)>
  26. <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)>
  27. 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.)
  28.  
  29. Inventory: (42 Imperial coins)
  30. Rending Polearm = (1d8 + 3 damage)(-3 to hit)(Range: Short)(2 hands)
  31. Short sword; (1d2 +2 damage)
  32. Chest plate; Will reduce the damage taken from critical strikes by 2.
  33. Average disguise: Non-elves assume you are an elf; elves take a DC 20 Insight roll to realize something is wrong.
  34. Buckler shield (In order to hit you, your opponent must surpass your roll by more than 2)(no hands)
  35. Gas-mask; Wearer is immune to gas type poisons, +2 to hide your identity, -1 to hit rolls when equip, -1 to speech rolls
  36. Soul battery; (Contains 3/5 Aberrance) can be recharged pouring Aberrance into it or killing a creature equip with it
  37. Soul battery-2; (Contains 0/5 Aberrance) can be recharged pouring Aberrance into it or killing a creature equip with it
  38. 4* Explosives (1 use) (2d10 damage on small area)( *2 damage to structures)
  39. Climbing tools; +5 to climbing rolls
  40. Medkit (this has 2 charges, add a +8 to medicines rolls if you spend one)
  41. Fuel *2
  42. Demon map; map of the Pre-Great war human land
  43. Demon laptop
  44. Infant spriggan; ???
  45. Silk attire; no practical use but it can reach a good price on the market.
  46. 5* Rations
  47. Flora’s contract
  48. Fedora; (-1 to speech, +1 to corporality) [EQUIPED]
  49. Stash of minor artifacts; each time you use this item declare any object you could fit in your hand and you will have it. (5 uses)
  50. 4*pistol ammunition
  51. A guitar
  52. Leather boots (+1 to movement related rolls)
  53. Rusted pistol (unusable)
  54. True Flesh; Magical artifact in the shape of a stone. This object cannot be changed by magic
  55.  
  56. Other;
  57. [hideout; Anny's family farm]
  58. [Martyrdom route] chosen
  59. 2* Horse
  60. Flora
  61. TRUCK (6 fuel) (1 fuel per day)(3 storage unit)(3 storage freezer unit)
  62. [Group suspicion = 7 ]
  63.  
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