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The MC

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