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=== Overview ===
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Name: Grutar
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Gender: Male
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Anno Castra will run on 3.0 of FEMTO, though it may occasionally lift from past editions. Here's a handy template for sheets, if you don't have one already:
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Race: Diamond Dog
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Appearance: Stout, large bearded, wears a mining helmet at all times, always wears what looks like a protective makeshift breastplate, left arm from elbow down is made entirely of bone that spirals down into a drill shape, even the bones giving space to make it seem like the drill-like appearance is functional like one too.
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Name: 
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Class: Battlemaster
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Gender: 
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Race: 
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Skills
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Appearance:
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Class: 
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Heart of Iron: passive, once per combat; When your wounds go down to 1 or less, you are immediately restored to 3 wounds and full hits.
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Skills:
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Slam: recharge 1; Crush an enemy with your body, dealing damage. Crits on 9+.
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Martial Defender: passive; You gain 3 Max Hits, and Slam Crits on 8+.
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CM:
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Sharpen: recharge 3; Put the grindstone to yours or an ally’s weapon, giving it +1 for the duration of combat. On Crit you give it +2. A weapon can only be Sharpened once per combat.
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Special Talent: 
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Hot Irons: weapon; Heat your weapons so you only need a mere touch to attack. Cleave X targets with a Crit Fail Range of X-1, dealing damage. If you are wielding a Great Weapon, Hot Irons has a Crit Fail Range of X-2. On Crit this attack brands your targets, making it painful for them to move. Their Crit Fail range is increased to 3- if Hot Irons was used on a single target, and 2- if it cleaved.
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Trained Talent: 
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H/W: 
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Arm Tattoo (Just above drill mutation): A geode cracked open with a gems filled in it.
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Background:
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Special Talent: Crystal sniffer - Grutar is very good at searching out for rare minerals for him to sell if they're expensive or to snack on if they're useless yet tasty. (+2 mechanically to search for minerals, roleplay wise it allows more chances at finding rarer minerals.)
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Trained Talent: LEAVE NO DOG BEHIND! - Grutar was trained under one sole ideal, there are not many beings left in this world whether they are good or bad so long as they work with you. Free zone movement towards helpless allies & can get them back up automatically without the requirement of a roll, has a recharge of 3.
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H/W: 10/5
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Background: Warrior
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While not allowed to live on the surface due to his mutation, they allow him to fight for the castle due to his usefulness as a miner & meat shield for them as well.
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Equipment:
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-Magicomp
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Mutations:
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-Lamp of Life
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-937 schillings
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-one weapon
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You can pick any standard FEMTO race: https://goo.gl/Sal3g8
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-set of clothes
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or one from this expansion: https://pastebin.com/eyZAE3bD
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-Flamethrower
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-Knight's Armorsuit
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Each of the following sections will go over the bottom four categories (Background, Equipment, Contacts, Mutations) in order.
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-Ration Capsule x9
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-Water Capsule x9
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=== Background ===
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-Armor Patching Kit x2
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-Weapon Repair Kit x2
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Your character's background comes before their equipment, as their background will influence what equipment they can take. Your background consists of your backstory as well as the Stratum that you were born into. The Strata are much like a caste system, and consist of four categories: Nobility, Sage, Warrior and Commoner. 
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-Medical Kit x2
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-Warrior's Homecoming x2
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The Nobility are the political movers and shakers in the Castles; their word carries great influence in most places, and their wallets pull through when their words fail. They get to live underground, in the bottommost levels of every Castle. The lower levels are the safest, and the most comfortable and luxurious, because they are closest to the Castle's Heart, and thus benefit the most from its life-giving properties. 
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-Abbean Mead
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-Warrior's Streetwear
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Sages are produced by the Abbey, and study the arts of magic, science and religion in a professional setting. Most go on to be court Sages for Noble families, but many also elect to enter the Abbey's priesthood, and a few even join the Warriors in their expeditions. Sages live underground, but above the Nobility.
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Contacts:
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Warriors train night and day to defend the Castle from the Dreaded Ones, and live on the aboveground levels of every Castle, near the outer perimeters, so that they can mobilize quickly in case of an attack. 
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Arlen (Level 3 Ally: Warrior turned Noble) - Helps Grutar after having been saved by him, using his influence to get Grutar proper jobs for his profession despite Grutar's very glaring issue of being a mutant who has little to no way of hiding his mutation. Arlen knows he is only able to continue enjoying his noble life because of someone who is content with living under the ground all his life with nothing to have save for a few credits to buy himself a drink or nicer digging equipment.
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Commoners are the average people of the Castles, bearing no significant social distinction, and do the most work to maintain the Castle, serving as farmers, mechanics, brewers, carpenters, and so on. They live aboveground, in a central area surrounded by the Warriors' districts. Wealth levels vary wildly within the Commoner Stratum, ranging from absolute poverty to the upper middle class.
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Mutations
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---------
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If your character is of the Noble Stratum, they can have an additional 100 Schillings, OR 1 additional point in Contacts.
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Drill Arm: A formation of bone that has increased in mass as it bent and shaped into a functional drill arm, dense enough to share the same properties as a metal one too despite still sounding like the sounds of bones grinding around when used. The blood in the drill arm also heats up immensely, while it can allow use of drilling through rock it also has risk of overheating the user and cooking them from the inside.
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If your character is of the Sage Stratum, they can have one simple magical item, OR 1 additional point in Contacts.
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Mechanical Bonus - Overdrill: recharge 3; Kick the drill into overdrive and make it spin up rapidly for gaining an advantage on the enemy. Allows you to roll two sets of dice for your actions this round, only keeping the highest result of the two. Activate mechanical drawback to reset recharge.
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Mechanical Drawback - Overheat: For each recharge reset forcefully to activate Overdrill earlier, take twice as much hit damage as the recharges left in the ability. This ability cannot make Grutar go helpless unless he is at 1 hit left.
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If your character is of the Warrior Stratum, they can have an additional 2 Hits, OR 1 additional Wound.
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=== Extended Backstory ===
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If your character is of the Commoner Stratum, they start with 100 FEWER Schillings, but gain a bonus point of +1, which you can assign to any specific action your character can take.
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Grutar was born from a family of commoners who worked as Bakers for the belowground of Zinccastle. Wanting a better life for his family as well as one for himself, Grutar worked as a miner who had to often deal with the daily turmoil of dealing with Dreaded Ones and learning how to fend them off so he can find safety for himself and whoever came with him on excavations. During one of his most important digs underneath the city, Grutar found what had looked to be a gem that glowed like a red hot flame. Thinking this was just some expensive gem, Grutar grabbed it which caused the gem to sear his skin & bone while it melded to it.
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=== Equipment ===
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The whole experience was terrible, not only because it was painful but also because his agonizing screams caused Dreaded Ones to swarm him and his crew at the time. They were forced to run and hide in ancient ruins they had been digging for, the group muzzling and shutting Grutar up for his own safety as they sat to wait out the Dreaded Ones to move along. Over these few days they had to wait out in hiding, Grutar's muscle & bone began to change as it mutated around the gem, which eventually caused his arm to form into what was a functioning drill sizeable enough to work as a digging tool, even weighing the poor dog down further. Eventually they managed to find their way out with Grutar along, their job done for now as all they had to do was confirm the existence of the ruins they hid in.
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By default, every character begins with a set of clothes, one free weapon or catalyst, 500 Schillings (or 400 if they are a commoner), a Magicomp, and a Lamp of Life. Everything else, they have to purchase.
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Since that event some time would pass, Grutar was only given minor tasks for his miner job due to his new mutation and the near failure of his big mission. Grutar thought this would be the end of his deep diving days, until a Noble by the name of Arlen came to buy a portion of the mines in hopes to fuel his jewelry shops. Conveniently it was the same day some Dreaded Ones were poking closer towards the castle, nearly swarming the Noble and his guards until Grutar came to help with his knowledge on how to deal with them. After helping them escape, the Noble felt his life was saved solely due to this mutated dog, to him it was something he can't repay. With this, Grutar was hired personally to work on jobs that Arlen has commissioned from him or has sold his work to another employer as if he were his career agent. Grutar didn't mind this one bit, knowing he finally gets to dig and earn more pay.
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Magicomp - A tablet-like PC to be worn about the wrist. Its primary purpose is to house an encrypted authorization key that identifies the user as a registered member of their Castle. It also for calls, payment methods, intranet access, group chats, vital signs, video games and hacking, and automatically records one's journey. Highly customizable with modules called chips. Comes with a universal adapter cable to allow for charging at any port.
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Lamp of Life - A lantern assigned to every registered member of a Castle at birth. It is charged with a potent sum of energy from the Castle's Heart, allowing decades of continuous light to shine forth. It is typically used only in emergencies to scare off the Dreaded Ones, who detest its light. Some weapons can be modified with aetherios circuitry to enable them to be charged with light from the Lamp of Life, empowering their attacks. 
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=== Detailed Equipment ===
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You can purchase starting equipment from this list. Feel free to customize the look of your purchases so long as they remain roughly similar to what's described here.
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Magicomp - A tablet-like PC to be worn about the wrist. Allows for calls, intranet access, group chats, vital signs, video games and hacking, and automatically records one's journey. Highly customizable. Comes with a universal adapter cable to allow for charging at any port.
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Lamp of Life - A lantern assigned to every registered member of a Castle at birth. It is charged with a potent sum of energy from the Castle's Heart, allowing decades of continuous light to shine forth. It is typically used only in emergencies to scare off the Dreaded Ones, who detest its light.
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Armor:
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Ration Capsule: A small oval capsule about 1 inch in length. When the button at the top is pushed, the capsule breaks, producing one day's worth of rations.
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-Novitiate's Armorsuit: A fitted synthetic bodysuit made of lightweight armor fibers, dark silver in color, padded to mute movement, and insulated to keep out the cold of the Outlands. Comes with a slender helmet with a plexiglass visor. Adds +1 Hit to the wearer, and gives them +1 to stealth attempts. 100 Schillings.
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Water Capsule: A small oval capsule about 1 inch in length. When the button at the top is pushed, the capsule breaks, producing a canteen's worth of water.
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-Knight's Armorsuit: A bulkier variant of the Novitiate's Armorsuit, trading the padding for additional armor plating to further resist damage of all kinds. Adds +1 Hit and +1 Wound to the wearer. 150 Schillings.
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Weapon Repair Kit: A general purpose kit of equipment for repairing a wide variety of damaged weapons. 1 kit has 1 use.
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-Sage's Armorsuit: A variant of the Novitiate's Armorsuit that has traded its padding for aetherios circuitry. Aetherios is an ore that amplifies magical signatures, allowing for greater output of power. Adds +1 Hit to the wearer, and gives them +1 to a single spell in their repertoire. The spell for this bonus cannot be changed once it is selected. 250 Schillings.
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Armor Patching Kit: A general purpose kit of equipment for repairing Armorsuits. 1 kit has 1 use.
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Medical Kit: A general purpose kit of medical equipment and instructions for treating basic wounds; counts as an automatic use of Heal, can only be used out of combat. 1 kit has 1 use.
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Melee Weaponry:
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Abbean Mead: A flask of strong mead that numbs the drinker to pain. Increases DC to be hit by 1 until the end of combat, but cannot stack.
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-Falx (Single): A simple blade, the most common weapon type employed in Castles. 50 Schillings.
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Warrior's Homecoming: A shot of hearty whisky, imparting gumption and guts. Gain 1 temporary Wound until the end of combat, but cannot stack.
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-Paired Sachsum (Dual): A pair of matched knives, meant for quick attacks. 50 Schillings.
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-Claymore (Great Weapon): A longer sword that enables wide cleaving swings. 50 Schillings.
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Gear for Purchase:
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-Francisca (Single, Ranged): An axe traditionally meant to be thrown or used in closer ranges. 75 Schillings.
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	Armor:
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-Maul (Single): A small, handheld blunt weapon. 50 Schillings.
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	-Knight's Armorsuit: A bulkier variant of the Novitiate's Armorsuit, trading the padding for additional armor plating to further resist damage of all kinds. Adds +1 Hit and +1 Wound to the wearer.
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-Sleagh (Great Weapon; loses Great tag when paired with Shield): A long spear balanced for one-handed pokes from behind a shield. 50 Schillings.
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	-
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-Lind (Shield): A simple rectangular shield with a narrow lower half. 50 Schillings.
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	Weaponry:
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	-Flamethrower
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Ranged Weaponry and Ammo:
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-Small Crossbow (Ranged): A crossbow designed to shoot a deadly bolt without making much noise. 50 Schillings.
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	Field Gear:
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	-Crossbow Bolts (50): Standard crossbow bolts. 25 Schillings.
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	-
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	-Bola (20): Bola can be fired from a crossbow. Deals no damage, but incapacitates and immobilizes an opponent for 1 turn or 2 on a crit, Recharge 1; ineffective on very large or incorporeal opponents, or certain bosses. 20 Schillings.
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-Boga (Ranged): A traditional bow typically used for sport among the Noble Stratum, modified for use in the Outlands. 50 Schillings.
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	-Arrows (50): Standard Arrows. 25 Schillings.
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=== Detailed Contacts ===
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	-Shrapnel Arrows (25): Arrows armed with a small explosive packed with shrapnel. Allows the user to target up to 3 enemies close together with a single shot. 25 Schillings.
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-Sling (Ranged): A cloth sling that has less range than a crossbow, but is near-undetectable when it fires. 25 Schillings.
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Arlen: (Will write more here for DM to decide this NPC. I've created the base of the fact they are greatful & have a wealthy life, but it is more or less to help excuse Grutar of how and why he is allowed to walk around the castle and do work inside of it as a obvious mutant.)
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	-Stones (50): Standard rounded slingstones. 25 Schillings.
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-Dartgun (Ranged) A weapon similar to a crossbow that can shoot darts loaded with various chemicals, giving it a variety of effects. Has less range than a crossbow and deals -1 fewer Hit per attack. 25 Schillings.
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=== Evolved Mutations ===
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	-Darts (50): Empty darts that must be loaded with a chemical in order to have any effect. 10 Schillings.
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None thus far.