Shay2014

Nepenthe (3.0)

Jul 6th, 2020
158
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 4.25 KB | None | 0 0
  1. Name: Nepenthe
  2.  
  3. Gender: Male
  4.  
  5. Race: Crystal Pony
  6.  
  7. Class: Warlock (Mage/Necromancer)
  8.  
  9. Combat Talent: Wyrd Reconstruction: spell, recharge 1; Nepenthe attempts to reseal the target's injuries with dark magic. Heals 2 hits on a success, and 1 additional hit per roll (3 on 7, 4 on 8 etc). Heals 1 wound on crit. Overheals grant temporary max H/W equal to the roll -2, minimum 1. Overheal does not apply to targets that are at full hits. On critfail, the target takes 3 hits.
  10.  
  11. Noncombat Talent: Esoterica: Nepenthe is a master of the mystic arts. He is attuned to the presence of all sorts of magics, and can roll to try and detect traces of such in an area, as well as generally roll to recall relevant information on the subject.
  12. Hit/Wounds: 5/5
  13.  
  14. Skills (note: Free Skill has been forgone in exchange for 1 more skill point):
  15.  
  16. Crystal Emotions: passive; The joy of Crystal Ponies radiates almost literally. Whenever you roll a critical success, you gain a +1 bonus to all rolls next turn.
  17.  
  18. Emotional Resonance: passive; Crystal Emotions now offers a +2 bonus for your next turn at the cost of suffering a -1 penalty on a critical fail.
  19.  
  20. Tartarian Power: spell; Demonic power fuels your minion or an ally, making all their actions critical, success or failure, until combat ends or you take a DC6 action to end the effect. On Crit the magic fuels their body endlessly, preventing them from falling helpless. Whenever they would fall helpless, their hits fully restore and they lose a wound. On Critfail the target goes berserk, hostile, or possessed, and lasts until they fall helpless.
  21.  
  22. Lifestream: recharge 1, spell; Saps a target’s lifeforce, dealing damage and storing that energy. You may use the sapped life to restore Hits equal to the damage done on yourself, an ally or one of your minions, even undead ones. On Crit you drain a wound as well, and can give that heal along the same guidelines listed prior.
  23.  
  24. Enfeeble: Recharge 2, Weakens a target’s will. Whenever the target goes helpless, it cannot get up on it's own and needs help to get back up from one of its allies. Lasts until the target dies or is cured. On Crit the target loses all strength and is immediately rendered helpless.
  25.  
  26. Night: unique, spell; Call forth localized darkness that envelops everything nearby for #-5 turns. Things are harder to see in the dark, making it easier to hide, slip past enemies, or do other things you would under the cover of night. In combat you can focus the darkness onto one zone to increase the DC on all non-self actions by everyone inside it by #/3.
  27.  
  28. (Crypt Quest only) Reflect: Recharge 2, unique, spell; Focus your magic in a barrier around a target. The next successful or critically successful action against them is reflected back to the attacker. On Crit the barrier absorbs the momentum of the attack, allowing the shielded target to choose between the normal reflection or taking the roll of that attack and using it for one of their own actions that turn.
  29.  
  30. Catalyst: Hand of Glory
  31.  
  32. Linger: passive; Your focus brings out the potency in your magic. All effects from your spells that last for multiple turns now last for one additional turn.
  33.  
  34. Unleash: spell; You catalyst builds up magic passively that you can release for a powerful blast. For every 2 turns of combat you do not use this skill, increase the damage this skill deals by 1 hit. This bonus damage is reset when you use Unleash or at the end of combat.
  35.  
  36. Inventory:
  37.  
  38. Hand of Glory: Catalyst. Mummified paw of a Diamond Dog clutching a candle that eternally burns, but sheds no light. Spells are cast through the lightless flame.
  39.  
  40. Brown robes, embroidered with red. Common among scholars of the arcane.
  41.  
  42. A head scarf, for arid environments. Also a fashion statement.
  43.  
  44. A pair of round glasses.
  45.  
  46. A curved dagger for occult rituals and self defence.
  47.  
  48. Some tomes of forbidden knowledge.
  49.  
  50. A coinpurse. Contains 200 bits.
  51.  
  52. A saddlebag with food, water, and other such essentials for traveling. As lightly packed as possible.
  53.  
  54. Traits:
  55.  
  56. Nepenthe is a thin crystal pony with a black coat with white points, resembling onyx. He is bald, and has a full but short grey beard. His eyes are green.
  57.  
  58. Formerly a simple astronomer and scholar from a desert clan of ponies, Nepenthe turned to more occult arts after witnessing a celestial event through a telescope; what he thought was a star in the sky was an eye that stared back at him. Terrified, disturbed and intrigued by his discovery, he has turned away from conventional science and alchemy to pursue darker arts, despite not having any latent magical prowess.
  59.  
  60. Nepenthe is pragmatic and aloof, often lost in his own thoughts. All forms of magic fascinate him, and it is his goal to learn as much as he can. He can be somewhat awkward, but is generally an agreeable sort, though his fascination with the dark arts can turn some off.
Add Comment
Please, Sign In to add comment