Editing Dog King's Bounty:Qin
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Fatigue: 0/2<br> | Fatigue: 0/2<br> | ||
Power Points: 15/15<br> | Power Points: 15/15<br> | ||
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=Skills= | =Skills= | ||
− | + | Core Skills: Athletics d4, Common Knowledge d4, Notice d8, Persuasion d4, Stealth d4 | |
− | Common Knowledge d4 | + | Additional Skills: Fighting d4, Gambling d4, Healing d6, Occult d4, Spellcasting d10, Survival d8 |
− | + | Edges: Arcane Background (Magic), Brawny, New Powers, Wizard | |
− | Gambling d4 | + | Hindrances: Curious, Illiterate, Impulsive |
− | Healing d6 | + | Pace: 6; Parry: 3; Toughness: 10 (4) |
− | + | Powers: Bolt, Boost/Lower Trait, Detect/Conceal Arcana, Light/Darkness, Mind Link | |
− | Occult d4 | + | Power Points: 15 |
− | + | Gear: Enchanted Amulet (+4 armor), Medic Kit (2), Spiked Tentacle (STR+d6, Reach 1) | |
− | + | Funds: $200 | |
− | Spellcasting d10 | + | Special Abilities: |
− | Survival d8 | ||
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− | Brawny | ||
− | New Powers | ||
− | Wizard | ||
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− | Illiterate | ||
− | Impulsive | ||
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− | Boost/Lower Trait | ||
− | Detect/Conceal Arcana | ||
− | Light/Darkness | ||
− | Mind Link | ||
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− | Medic Kit (2) | ||
− | Spiked Tentacle (STR+d6, Reach 1) | ||
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Amorphous: Slimes have no need to breathe, are immune to poison and disease, and possess no vital organs making them invulnerable to Called Shots. | Amorphous: Slimes have no need to breathe, are immune to poison and disease, and possess no vital organs making them invulnerable to Called Shots. | ||
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Expansive Form: Slimes are capable of stretching themselves, creating tentacles or psuedopods to interact with their surroundings. Reach 1. | Expansive Form: Slimes are capable of stretching themselves, creating tentacles or psuedopods to interact with their surroundings. Reach 1. | ||
− | + | Gelatinous: Due to their oozing bodies, slimes have a -1 penalty to all Agility rolls (but not linked Skills).Incapable Combatant: Due to their indirect hunting tactics slimes are not skilled in defending themselves in direct combat. -1 Parry.Mystically Inclined: Due to having a number of ephemeral cores of magical energy, Dark Slimes start with +5 Power Points.Racial Enemy (Matango): Due to often sharing the same type of living environments, slimes and Matango are very often at odds and thus dislike each other immensely.Sinks Like a Stone: Slimes are not buoyant in the least and unable to move properly in water, making them completely unable to swim.Unimpressive: Thanks to being both semi-solid and liquid, slimes just aren't very scary. At all. -2 to all Intimidation rolls.Wall Walker: Slimes can move across any solid surface, including inverted or vertical ones.Weakness (Heat): Slimes have a preference for dark and damp environments, giving them a -4 penalty when dealing with heat or heat-based attacks.Advances: Smarts d8 -> d10, Healing d4 -> d6, Spellcasting d8 -> d10, Brawny, Wizard | |
− | Gelatinous: Due to their oozing bodies, slimes have a -1 penalty to all Agility rolls (but not linked Skills). | ||
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− | Incapable Combatant: Due to their indirect hunting tactics slimes are not skilled in defending themselves in direct combat. -1 Parry. | ||
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− | Mystically Inclined: Due to having a number of ephemeral cores of magical energy, Dark Slimes start with +5 Power Points. | ||
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− | Racial Enemy (Matango): Due to often sharing the same type of living environments, slimes and Matango are very often at odds and thus dislike each other immensely. | ||
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− | Sinks Like a Stone: Slimes are not buoyant in the least and unable to move properly in water, making them completely unable to swim. | ||
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− | Unimpressive: Thanks to being both semi-solid and liquid, slimes just aren't very scary. At all. -2 to all Intimidation rolls. | ||
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− | Wall Walker: Slimes can move across any solid surface, including inverted or vertical ones. | ||
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− | Weakness (Heat): Slimes have a preference for dark and damp environments, giving them a -4 penalty when dealing with heat or heat-based attacks. | ||
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− | Healing d4 -> d6, Spellcasting d8 -> d10 | ||
− | Brawny | ||
− | Wizard | ||
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