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  1. STRENGTH: A measure of one's physical power. Higher strength allows higher damage for physical attacks as well as better chances at moving heavy objects.
  2. TOUGHNESS: A measure of one's physical defense. Higher toughness reduces the amount of physical damage taken.
  3. AGILITY: A measure of one's speed. Higher agility makes it more likely for you to strike your target, as well as avoid incoming attacks.
  4. MANA: Every magic user has a pool of "mana" which determines how many spells they can cast in a short period. Mana regenerates slowly at a rate of 1 per round of combat.
  5.  
  6. PHYSICAL ATTACKS: Physical attacks are the most common methods of dealing damage, whether it be through punches, stabs, shots, ect.
  7. MAGICAL ATTACKS: Magical attacks are special in that they will ignore a target's natural Toughness, while the bonus Toughness provided by armor is halved (rounded down). Spells consume Mana, and a spell cannot be cast if its mana cost would bring to the caster's current mana total below zero. Spells can also be Supercharged for additional effect, though at a greater Mana cost. However, be warned. Due to the volatile nature of magic, failures can have serious consquences!
  8.  
  9. TEMPLAR
  10. Black Templar
  11.  
  12. A heavily armored, martial warrior focused heavily on offense.
  13.  
  14. Weapon: Halberd - 2 handed. No bonuses or penalties.
  15. Armor: Plate Armor - +2 Toughness
  16.  
  17. Strength: 2
  18. Toughness: 1 (3)
  19. Agility: 0
  20.  
  21. SKILLS:
  22. Vow of the Champion: Black Templar Champions are expected to fight all manner of beasts, from the smallest rat to the largest dragon. Grants +1 Strength against Monsters
  23. Ominous Omen: Due to their split from the Knights of Sol, as well as the their dedicated drive to hunt down their enemies, the presence of a Black Templar is often seen as an ill omen by the commonfolk. Suffers -1 to social checks against (adult) humans. -2 to social checks against demi-humans
  24.  
  25.  
  26. MORGAN
  27. Ranger
  28.  
  29. A fast and agile girl who excels at tracking and ranged combat.
  30.  
  31. Weapon: Bow - 2 handed. Allows for ranged attacks.
  32. Armor: Leather Armor: +1 Toughness.
  33.  
  34. Strength: 1
  35. Toughness: 0 (1)
  36. Agility: 2
  37.  
  38. SKILLS:
  39. Deadshot: Years of hunting has trained Morgan to be able to pick out weak spots in enemies to deal critical damage to them. An attack roll of a 19 counts as a critical hit.
  40. Multishot: Having lived alone a great deal of her life, Morgan has had figure out ways to fight multiple enemies, such as nocking multiple arrows to be fired in quick succession. Allows Morgan to attack multiple targets but cannot critical hit.
  41.  
  42.  
  43. NINO
  44. Mage
  45.  
  46. A young magic prodigy brimming with hidden power.
  47.  
  48. Weapon: Magic Tome - No bonuses or penalties.
  49. Armor: Cloth Garb - No bonuses or penalties.
  50.  
  51. Strength: 0
  52. Toughness: 0
  53. Agility: 1
  54. Mana: 3
  55.  
  56. SKILLS:
  57. Magical Prodigy: Unlike most mages, who can only specialize in one or two element types, Nino has the ability to freely switch between any element she wishes. However, changing her element mid battle will cost an action.
  58. Magic Missile: 1 Mana. The most basic of magical attacks. Deals minor damage to a single enemy.
  59. Magic Missile Supercharge: 3 Mana. Deals massive damage to a single enemy.
  60. Explosion: 2 Mana. Deals minor damage to all nearby enemies.
  61. Explosion Supercharge: 3 Mana. Deals moderate damage to all nearby enemies.
  62.  
  63.  
  64. NARU
  65. Cleric
  66.  
  67. A disillusioned cleric of Sol who seeks alternative remedies from healing magic.
  68.  
  69. Weapon: Saw Cleaver - 2 handed. +1 Strength against unarmored enemies.
  70. Armor: Cloth Garb - No bonuses or penalties.
  71.  
  72. Strength: 0
  73. Toughness: 0
  74. Agility: 2
  75. Mana: 4
  76.  
  77. SKILLS:
  78. Blessing of Sol: 1 Mana. Grants a single ally +1 Toughness for a single round.
  79. Blessing of Sol Supercharge: 4 Mana. Grants all allies +1 for a single round.
  80. Heal: 2 Mana. Heals a single ally for a moderate amount.
  81. Heal Supercharge: 4 Mana. Heals a single ally back to full health.
  82. Concotion: Throws a homemade potion at a single ally or enemy for a random effect.
  83.  
  84.  
  85. ROMULUS
  86. Direwolf Pup
  87.  
  88. A small Direwolf pup adopted by the group.
  89.  
  90. Weapon: N/A
  91. Armor: N/A
  92.  
  93. Strength: 0
  94. Toughness: 0
  95. Agility: 0
  96.  
  97. SKILLS:
  98. Romulus Test: Can help determine if a person is being truthful or not.
  99. Member of the Pack: If an ally is to be hit by an attack, Romulus' pack instincts kick in and he may intercept the attack and be hit by it instead.
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