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FutureExabyte

Coming of Age: Miscellaneous

Jun 9th, 2013
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  1. New Edges:
  2. • Order Training (Background, Novice, Human): The character can now take a single combat edge above their ranking- for example, if the character is a Novice, they can now take a Seasoned edge next advance.
  3.  
  4. New Hinderances:
  5. • Werebeing (Major, Human): During a chosen phase of moon (New, Waxing, Full, Waning), the character turns into a specific werecreature, becoming a wild, mindless creature of whatever type they choose. The player has no control over the change, which can come and go constantly or at the GM's will, and must make a smarts roll each time they wish to do something in that form. One cannot be were-Supernatural, were-Sapient, or were-Nobilis. They are considered human by alchemy except during their chosen phase of moon.
  6. • Order Doctrine (Minor, Human): The character has been indoctrinated into believing that Magic as a force is evil in nature and is to be destroyed. They will continue to believe so fanatically, until this hindrance has been bought off.
  7.  
  8. FORGED
  9. Great scorpion shaped machines with a heart and mind of orichalium, the Forged are eternal, unstoppable warriors.
  10. Attributes: Agility d6, Smarts d4 (A), Spirit d6, Strength d12, Vigor d8
  11. Skills: Fighting d12, Notice d4
  12. Pace: 6; Parry: 6; Toughness: (12), 8
  13. Special Abilities
  14. • Armor +4: Brass Plating
  15. • Size +2: The Forged are large, large enough to be ridden upon. It isn't recommended, though, with that tail.
  16. • Construct: The Forged are inhuman, constructed beings. +2 to recover from being Shaken; called shots do no extra damage; does not suffer from disease or poison; immune to fear and intimidation.
  17. • Pincers: Str+d6
  18. • Tail: Str+d12+2, 6 AP. Each turn, the Forged can rear back, pausing for a turn as it prepares to skewer its foe. Cannot use tail attack without rearing back.
  19. • Defense: Uses pincers as shields, increasing parry by +4 instead of +2
  20.  
  21. GHOUL
  22. Undead creatures who hunger constantly for more meat. They rampage around the countryside
  23. Attributes: Agility d6, Smarts d4, Spirit d4,
  24. Strength d8, Vigor d4
  25. Skills: Fighting d8, Intimidation d6, Notice d4
  26. Pace: 7; Parry: 6; Toughness: 6
  27. Special Abilities
  28. • Bony Claws/Bite: Str+d8.
  29. • Undead: +2 Toughness; +2 to recover from being Shaken; called shots do no extra damage.
  30. • Infection: Those harmed by a ghoul has a chance of becoming infected. Those infected will become wild ghouls when they die. Only works on humanoids. Fairy ghouls get -1 to size, and trolls get +1 to size.
  31. • Fast Regeneration: Ghouls may attempt a natural healing roll every round unless their wounds were caused by rowan wood. If an Extra and not pinned down, the downed ghoul may actually return to action if it heals itself.
  32. • Hunger: A Ghoul can attack twice in one turn, for a -2 to parry until next turn. Each turn after, the ghoul can attack again, for an additional +1 to fighting and -1 to parry, up to +3 fighting and -3 parry.
  33. • Weaknesses (Sunlight and running water): While in the sun or running water, the Ghoul is automatically shaken each round.
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