To Build A Nation: Sugul: Difference between revisions
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*''Oracle'' | *''Oracle'' | ||
**'''Divine Ecstasy (Oracle L3):''' You can use an action to enter a state of divine ecstasy that lasts for 1 minute. You gain the following benefits for the duration: | **'''Divine Ecstasy (Oracle L3):''' You can use an action to enter a state of divine ecstasy that lasts for 1 minute. You gain the following benefits for the duration. When this effect ends, you must get a success on a Will challenge roll or gain 1 Insanity. You can use this talent a number of times equal to your Power. You replenish your uses when you complete a rest: | ||
***You gain a +10 bonus to Health. | ***You gain a +10 bonus to Health. | ||
***You cannot become charmed, compelled, or frightened. | ***You cannot become charmed, compelled, or frightened. | ||
***You cannot gain Insanity. | ***You cannot gain Insanity. | ||
***You make Intellect, Will, and Perception attack rolls and challenge rolls with 1 boon. | ***You make Intellect, Will, and Perception attack rolls and challenge rolls with 1 boon. | ||
**'''Commune with the Gods (Oracle L6):''' When you use Divine Ecstasy, you can choose to go into a trance. If you concentrate until the effect ends, you can ask the supernatural presence up to three questions that can be answered with a yes, no, or maybe. You then make a Will challenge roll with 1 bane. On a success, the GM must answer you truthfully. On a failure, you gain 1 Insanity. | **'''Commune with the Gods (Oracle L6):''' When you use Divine Ecstasy, you can choose to go into a trance. If you concentrate until the effect ends, you can ask the supernatural presence up to three questions that can be answered with a yes, no, or maybe. You then make a Will challenge roll with 1 bane. On a success, the GM must answer you truthfully. On a failure, you gain 1 Insanity. | ||
Revision as of 06:46, 10 November 2020
SUGUL
Character description and short introduction
Ogre/Ogre Novice(L1,2)/Ogre Expert(L4,5)/Oracle(L3,6) L6
Strength 13
Agility 9
Intellect 8
Will 10
- Changes to atributes: (Ogre L1) Increase 2 by 1 each – possibly Intellect & Will; (Oracle L3) Increase two by 1 – Will & Str?
Perception: (=intellect) | Defense: (=Agility) | Health: (Strength +24 [+24 L1/2/4&5])| Healing Rate: Health/4 rnd down
Size: 2 | Speed: 10 | Power 0
- Oracle (L3): Health +3, Power +1 Oracle (L6): Health +3
- Ogre moement my be restricted by space (SotDL p38) | Size 1/2 and smaller creatures can freely move through your space (SotDL, page 38)
Insanity: 0 | Corruption: 0
Madness/Quirks:
- X
- Y
Languages: Goblin; Iron Tongue
Professions: Martial | Soldier: Iron Legion
Talents
- Ogre
- Devour: The ogre eats one target defenseless or dead creature that is Size 1 or smaller and within its reach. A living creature dies instantly on being eaten.
- Powerful Ancestry: When your group attains level 1, you do not choose a novice path. Instead, whenever the Advancement table in SotDL indicates you would gain benefits from a novice path, you gain the benefits from your ancestry for that level.
- Ogre Novice
- Catch Your Breath (L1): You can use an action, or a triggered action on your turn, to heal damage equal to your healing rate. Once you use this talent, you cannot use it again until you complete a rest.
- Magic (L2): You increase your Power by 1, discover a tradition and learn one spell from that tradition. ...or... Weapon Training (L2): You make attack rolls with 1 boon when you attack with a weapon.
- Ogre Expert
- Magic (L4): You discover a tradition or learn one spell from that tradition. ...or... Blood of Giants (L4): Whenever you heal damage, you make Strength attack rolls and challenge rolls with 1 boon for 1 round.
- Magic (L5): You increase your Power by 1 and either discover a tradition or learn a spell from a tradition you have already discovered. ...or... Titan’s Strike (L5): When the total of your attack roll is 20 or higher and exceeds the target number by at least 5, the target takes 1d6 extra damage and must get a success on a Strength challenge roll or fall prone. Combat Prowess (L5): Your attacks with weapons deal 1d6 extra damage.
- Oracle
- Divine Ecstasy (Oracle L3): You can use an action to enter a state of divine ecstasy that lasts for 1 minute. You gain the following benefits for the duration. When this effect ends, you must get a success on a Will challenge roll or gain 1 Insanity. You can use this talent a number of times equal to your Power. You replenish your uses when you complete a rest:
- You gain a +10 bonus to Health.
- You cannot become charmed, compelled, or frightened.
- You cannot gain Insanity.
- You make Intellect, Will, and Perception attack rolls and challenge rolls with 1 boon.
- Commune with the Gods (Oracle L6): When you use Divine Ecstasy, you can choose to go into a trance. If you concentrate until the effect ends, you can ask the supernatural presence up to three questions that can be answered with a yes, no, or maybe. You then make a Will challenge roll with 1 bane. On a success, the GM must answer you truthfully. On a failure, you gain 1 Insanity.
- Divine Ecstasy (Oracle L3): You can use an action to enter a state of divine ecstasy that lasts for 1 minute. You gain the following benefits for the duration. When this effect ends, you must get a success on a Will challenge roll or gain 1 Insanity. You can use this talent a number of times equal to your Power. You replenish your uses when you complete a rest:
Spell Traditions:
Spells:
Interesting Things: (we'll work on together, if already rolled then enter)
Equipment
(we'll work on together, if already rolled then enter)
Lifestyle: Destitute, Poor, Getting By, Comfortable, Wealthy, or Rich
Worn:
Pack:
Background
Generated background:
- X
- Y
- Z
Generated personality:
- X
- Y
- Z
Weapons + Damage
- Weapon 1
- Weapon 2