Ctirad Vykukal, Witch Hunter: Difference between revisions
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[[The_Bridge_(Brigandyne)]] | [[The_Bridge_(Brigandyne) | Back to The Bridge]] | ||
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| Flaming Jet || (+6) || n/a || n/a || Range 8m; can ignite clothing | | Flaming Jet || (+6) || n/a || n/a || Range 8m; can ignite clothing | ||
|} | |} | ||
*Maces can stun if you get 30+ over what you need to succeed, and you can ignore light armour. | |||
*Battle axes do a point more damage and are tiring, meaning -5% from the second round onwards. | |||
==Magic== | ==Magic== | ||
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| Night Vision || This charm gives you night vision for one hour, which will protect you from penalties due to darkness. This spell does not work in complete darkness. | | Night Vision || This charm gives you night vision for one hour, which will protect you from penalties due to darkness. This spell does not work in complete darkness. | ||
|} | |} | ||
==Being a Raven== | |||
Aloof and insightful, the Raven is a nomad who seems to bring death and bad luck wherever they go. However, they have learned to laugh about it and many Ravens have a dark sense of humour, full of cynicism and acidity. Mysterious and intelligent, they have a lucid view of the world but do not willingly share it. This intelligence can take the form of a dark determination and a scorned Raven is willing to bide their time with their grievances, nursing their revenge. |
Latest revision as of 15:59, 17 November 2021
Combat (COM) | Knowledge (KNO) | Stealth (STE) | Endurance (END) | Strength (STR) | Dexterity (DEX) | Magic (MAG) | Agility (AGI) | Perception (PER) | Sociability (SOC) | Survival (SUR) | Marksmanship (MAR) | Willpower (WIL) |
---|---|---|---|---|---|---|---|---|---|---|---|---|
- Health Points: 18
- Fortune Points: 8
- Combat Special Move: Disabling blow (AGI/2, cumulative -10%): A blow delivered to the foot, kneecap, or shin. Their opponent’s AGI is halved during the remainder of the fight and they suffer a -10% penalty to their actions for the rest of the fight, which is cumulative if multiple disabling blows are delivered over the course of the battle.
- Career: Witch Hunter
- Archetype: Raven (Stealth +5, Willpower +5, Sociability -5)
- Character Traits: Honourable, Critical, Vengeful
Appearance & Personality[edit]
Background[edit]
Equipment[edit]
- Steel breastplate, helmet and buckler (PV 6, partial, helmet can be 'hot')
- Crossbow and 10 bolts
- Mace
- Cestus
- Dagger
- Riding horse
- Prized, sturdy boots
- Clothing (shirt, breeches and a tattered cloak)
- Satchel containing a blanket, wooden bowl and cutlery,
- Purse containing 1d10 crowns.
Weapons[edit]
Weapon | Damage | Reach | Concealability | Special |
---|---|---|---|---|
Unarmed | +2 | F | n/a | Temporary damage; stun |
Cestus | +2 | F | AA | |
Dagger | +3 | E | A | Can be thrown 8m |
Mace | +4 | C | C | Stun; ignore light armour |
Crossbow | (+4) | n/a | C | Range 30m; reload ; handy +10% |
Flaming Jet | (+6) | n/a | n/a | Range 8m; can ignite clothing |
- Maces can stun if you get 30+ over what you need to succeed, and you can ignore light armour.
- Battle axes do a point more damage and are tiring, meaning -5% from the second round onwards.
Magic[edit]
- Domains: Divination (primary), Fire
- Divination Spells
Spell | Test | Duration | Effect |
---|---|---|---|
Long Eye | N+20 | UR mins | No obstacle, living or not, can block your vision. You can choose to focus on a being or object to study it better. |
Arcane Sense | N+10 | UR mins | You detect all sources of magic and illusions no longer have an effect on you. |
- Fire Spells
Spell | Test | Duration | Effect |
---|---|---|---|
Magic Torch | N+20 | UR hours | A flame appears on your palm. It can ignite a torch and is highly wind and rain resistant. |
Flaming Jet | MAG/AGI | instant | You project a jet of flame at your enemy, causing UR+6 damage. This can also ignite clothing. |
- Cantrips
Charm | Effect |
---|---|
Time Sense | This charm has a double use: to instinctively know the age of a thing or person, and to know the exact time that has elapsed since a specific moment. |
Presage | This spell allows you to roll a d100 and keep the result ‘in reserve’ for up to an hour. If you wish, you can use this result on your next test. But be careful, if you get a ‘00’ you lose 1 HP. |
Night Vision | This charm gives you night vision for one hour, which will protect you from penalties due to darkness. This spell does not work in complete darkness. |
Being a Raven[edit]
Aloof and insightful, the Raven is a nomad who seems to bring death and bad luck wherever they go. However, they have learned to laugh about it and many Ravens have a dark sense of humour, full of cynicism and acidity. Mysterious and intelligent, they have a lucid view of the world but do not willingly share it. This intelligence can take the form of a dark determination and a scorned Raven is willing to bide their time with their grievances, nursing their revenge.