Difference between revisions of "We Rise or Fall:Archytus"

From RPGnet
Jump to: navigation, search
(Racial Traits)
m (Spells: Still need cost and damage, but adjusting description of bolt)
 
(8 intermediate revisions by 4 users not shown)
Line 1: Line 1:
  
 
== Archytus ==
 
== Archytus ==
 +
 +
[[file:ghost-scholar.jpg|right|Image of a ghostly scholar]]
  
 
Race: Shade
 
Race: Shade
Line 12: Line 14:
 
===Racial Traits===
 
===Racial Traits===
  
Fear:
+
Fear: Invoke fear aura centered on the shade with successful Spirit-1 roll; take a full action to gather will first to ignore -2 in spirit penalties to roll.  Rolling a 1 on the spirit die means the power cannot be used for the rest of the encounter unless a benny is spent to negate the backlash.
  
 
Limited Presence: Strength requires two points per step to raise during character generation and the Shade must dedicate two Advances to raising their Strength during game play.
 
Limited Presence: Strength requires two points per step to raise during character generation and the Shade must dedicate two Advances to raising their Strength during game play.
  
Out of Phase:
+
Out of Phase: Gains subterfuge at d6, +1 parry, +2 to resist environmental effects
  
Phasing:
+
Phasing: Shade may pass through solid objects or sink into the ground and travel up to pace as an action.  May materialize and strike (opposed subterfuge vs notice) -- if the shade wins, gains +2 to attack and damage for the round, or +4 on a raise.  Cannot be physically attacked while phased without magic items or supernatural abilities.
  
Unnatural Aura:
+
Unnatural Aura: Creatures with animal intelligence will not approach within 6" of the shade.  If forced to do so, becomes panicked and moves its full pace away from the shade and becomes shaken.
  
Vulnerability (Salt):
+
Vulnerability (Salt): -1 penalty to all trait tests when exposed; takes +2 extra damage if covering a weapon.
 
----
 
----
  
Line 43: Line 45:
 
Pace: 6
 
Pace: 6
  
Parry: 4
+
Parry: 5
  
 
Toughness: 7 (2)
 
Toughness: 7 (2)
 
----
 
----
 +
 
===Resources===
 
===Resources===
  
Line 61: Line 64:
 
Healing d4       
 
Healing d4       
  
Investigation d8
+
Investigation d4
  
 
Notice d4  
 
Notice d4  
Line 73: Line 76:
 
Shooting d4
 
Shooting d4
  
Subterfuge d6             
+
Subterfuge d6
 +
 
 +
Witchcraft d6             
 
----
 
----
 +
 
===Edges===
 
===Edges===
  
Line 88: Line 94:
  
 
Obligation [Order of the Penitent]
 
Obligation [Order of the Penitent]
 +
 +
Phobia [Reptiles] (Minor)
 
----
 
----
 +
 
===Spells===
 
===Spells===
  
Line 94: Line 103:
  
 
Illusion - 3 Power Points, opposed by target's Spirit, create an illusion that fools one sense within Spirit range.
 
Illusion - 3 Power Points, opposed by target's Spirit, create an illusion that fools one sense within Spirit range.
 +
 +
Bolt - ? Power points, fires a bolt of cold, green-blue eldritch fire that does ? damage.
 
----
 
----
 +
 
===Gear===
 
===Gear===
  
Line 107: Line 119:
 
Order of the Penitent Adventuring Kit
 
Order of the Penitent Adventuring Kit
  
Rations - 2 weeks of food and water (Sufficient for Insatiable Hunger)
+
Rations - 2 weeks of food and water
  
 
Short Sword - STR+d6
 
Short Sword - STR+d6
Line 120: Line 132:
 
----
 
----
 
===Advances===
 
===Advances===
 +
 +
[[We Rise or Fall (Accursed)|Back to We Rise or Fall Main]]

Latest revision as of 23:28, 29 February 2016

Archytus[edit]

Image of a ghostly scholar

Race: Shade

Nationality: Manreia

Rank: Novice (0 XP)

Gender: Male


Racial Traits[edit]

Fear: Invoke fear aura centered on the shade with successful Spirit-1 roll; take a full action to gather will first to ignore -2 in spirit penalties to roll. Rolling a 1 on the spirit die means the power cannot be used for the rest of the encounter unless a benny is spent to negate the backlash.

Limited Presence: Strength requires two points per step to raise during character generation and the Shade must dedicate two Advances to raising their Strength during game play.

Out of Phase: Gains subterfuge at d6, +1 parry, +2 to resist environmental effects

Phasing: Shade may pass through solid objects or sink into the ground and travel up to pace as an action. May materialize and strike (opposed subterfuge vs notice) -- if the shade wins, gains +2 to attack and damage for the round, or +4 on a raise. Cannot be physically attacked while phased without magic items or supernatural abilities.

Unnatural Aura: Creatures with animal intelligence will not approach within 6" of the shade. If forced to do so, becomes panicked and moves its full pace away from the shade and becomes shaken.

Vulnerability (Salt): -1 penalty to all trait tests when exposed; takes +2 extra damage if covering a weapon.


Attributes[edit]

Agility d4

Smarts d8

Spirit d8

Strength d4

Vigor d6


Derived Traits[edit]

Charisma: 0

Pace: 6

Parry: 5

Toughness: 7 (2)


Resources[edit]

Personal Resource Die: d6

Power Points: 10


Skills[edit]

Fighting d4

Guts d6

Healing d4

Investigation d4

Notice d4

Knowledge (History) d8+2

Knowledge (Witchcraft) d8+2

Repair d4

Shooting d4

Subterfuge d6

Witchcraft d6


Edges[edit]

Arcane Background (Witchcraft)

Scholar


Hindrances[edit]

Cautious

Loyal

Obligation [Order of the Penitent]

Phobia [Reptiles] (Minor)


Spells[edit]

Boost/Lower Trait - 2 Power Points, raise or lower an Attribute or Skill by one die type, two with a raise

Illusion - 3 Power Points, opposed by target's Spirit, create an illusion that fools one sense within Spirit range.

Bolt - ? Power points, fires a bolt of cold, green-blue eldritch fire that does ? damage.


Gear[edit]

Brigandine - Armor +2, covers Torso, Arms

Bullet Packets - 6

Cloth Satchel

Flintlock Pistol - 5/10/20; 2d6+1; 1 shot; 2 actions to reload

Order of the Penitent Adventuring Kit

Rations - 2 weeks of food and water

Short Sword - STR+d6


Statistics[edit]

0 Wounds

0 Fatigue Levels

3 Bennies


Advances[edit]

Back to We Rise or Fall Main