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'''Weapons'''
 
'''Weapons'''
*Unarmed: Reach 1, Damage 2 CD, Qualities Improvised, Stun, Knockdown
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*Sword: Reach 2, Grip right, Size 1, Damage 4D, Qualities (''Knockdown'', Parrying)
*Sword: Reach 2, Grip right, Size 1H, Damage 4 CD, Qualities (''Knockdown'', Parrying)
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*Pike: Reach 4, Grip right, Size Unb, Damage 4D, Qualities (''Knockdown'', Piercing 2)
*Pike: Reach 4, Grip right, Unwieldy, Damage 4 CD, Qualities (''Knockdown'', Piercing 2)
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*Battleaxe: Reach 2, Grip right, Unb, Damage 4D, Qualities (Intense, ''Knockdown'', Vicious 1)
*Battleaxe: Reach 2, Grip right, Unbalanced, Damage 4 CD, Qualities (Intense, ''Knockdown'', Vicious 1)
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*Sling: Range M, Grip right, Size 1, Damage 3D, Qualities (Stun, Volley), Loads 1
*Sling: Range M, Grip right, Size 1H, Damage 3 CD, Qualities (Stun, Volley), Loads 1
 
  
Weapon Qualities
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*Knockdown: The attack knocks the target prone if one or more Effects are rolled. The target may ignore this if they add 1 Doom for each Effect rolled, or in the case of non-player characters, at the cost of 1 Doom per Effect rolled.
*''Improvised'': This item is not designed as a weapon but can be used as such in an impromptu manner. It could be a heavy rock, a wooden torch, or a thick leg bone. When damage is rolled with this weapon, it does not score damage when an Effect is rolled. It is possible for an item to have both the Improvised and Vicious Qualities, cancelling out their effects, but both will be noted in case some factor causes the attack to increase its Vicious Quality, or to lose Improvised.
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*Intense: If an Intense attack inflicts one or more Harms upon the target, then it inflicts one additional Harm.
*''Knockdown'': The attack knocks the target prone if one or more Effects are rolled. The target may ignore this if they add 1 Doom for each Effect rolled, or in the case of non-player characters, at the cost of 1 Doom per Effect rolled.
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*Parrying: When wielding one or more weapons with this Quality, the Doom cost of making a Defend or Protect Reaction with the Parry skill is reduced by 1, to a minimum of 0.
*''Intense'': If an Intense attack inflicts one or more Harms upon the target, then it inflicts one additional Harm.
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*Piercing: This attack ignores X points of the target's total Soak for each Effect rolled.
*''Parrying'': When wielding one or more weapons with this Quality, the Doom cost of making a Defend or Protect Reaction with the Parry skill is reduced by 1, to a minimum of 0.
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*Stun: The attack inflicts the Staggered condition (see page 126) on the target, if one or more Effects are rolled. The con- dition lasts until the end of the target's next turn. The target may ignore this at the cost of 1 point of Doom for each Effect rolled.
*''Piercing'': This attack ignores X points of the target's total Soak for each Effect rolled.
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*Vicious: An attack with this Quality inflicts X additional damage for each Effect rolled.
*''Stun'': The attack inflicts the Staggered condition (see page 126) on the target, if one or more Effects are rolled. The condition lasts until the end of the target's next turn. The target may ignore this at the cost of 1 point of Doom for each Effect rolled.
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*Volley: This ranged weapon can be used quickly, allowing the wielder to unleash volleys of projectiles. Thus, wielders often carry bundles of ammunition (arrows, bolts, etc.). An attack with a Volley weapon does not expend any Shots; the user has enough ammunition to last the fight, barring Complications. Further, a Load of ammunition can be spent to perform a Volley, adding a bonus d20 to Ranged Weapons tests to attack, and +1 CD to the weapon's damage if the attack hits. Loads may also be lost as the result of a Complication. After a fight, spent Loads can be recovered in the same way as Shots.
*''Vicious'': An attack with this Quality inflicts X additional damage for each Effect rolled.
 
*''Volley'': This ranged weapon can be used quickly, allowing the wielder to unleash volleys of projectiles. Thus, wielders often carry bundles of ammunition (arrows, bolts, etc.). An attack with a Volley weapon does not expend any Shots; the user has enough ammunition to last the fight, barring Complications. Further, a Load of ammunition can be spent to perform a Volley, adding a bonus d20 to Ranged Weapons tests to attack, and +1 CD to the weapon's damage if the attack hits. Loads may also be lost as the result of a Complication. After a fight, spent Loads can be recovered in the same way as Shots.
 
  
 
'''Stress & Harm'''<br>
 
'''Stress & Harm'''<br>
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'''Awareness: 7'''
 
'''Awareness: 7'''
*Insight: 1/0
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*Insight:  
 
*Observation: 2/2
 
*Observation: 2/2
 
*Survival: 1/1
 
*Survival: 1/1
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'''Willpower: 8'''
 
'''Willpower: 8'''
 
*Discipline: 1/1
 
*Discipline: 1/1
*Sorcery:
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*Sorcery:  
  
 
===Talents===
 
===Talents===
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*'''Might''' (Athletics Tier 2): You are able to perform feats of strength that seem at odds with your physique, due to a combination of training and expertise. On any test to lift or move an inanimate object, you may roll a number of bonus d20s equal to your ranks in Might, though the normal limit of three bonus d20s still applies.
 
*'''Might''' (Athletics Tier 2): You are able to perform feats of strength that seem at odds with your physique, due to a combination of training and expertise. On any test to lift or move an inanimate object, you may roll a number of bonus d20s equal to your ranks in Might, though the normal limit of three bonus d20s still applies.
 
*'''Pugilist''' (Athletics Tier 3): You can add the Knockdown quality to all melee attacks.
 
*'''Pugilist''' (Athletics Tier 3): You can add the Knockdown quality to all melee attacks.
*'''Hardy''' (Resistance Tier 1): May re-roll any dice on a Resistance roll that do not generate success on the initial roll, but must accept the new result.
 
*'''Just a Scratch''' (Resistance Tier 1): Shrug off injuries. The physical damage needed to inflict a Wound is 6.
 
  
 
===Belongings===
 
===Belongings===

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