Editing City of Necromancers: Renewing Compacts & Treaties:Dreadhur

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Dreadhur can add 1 point to CHA, CON, or INT at chargen, due to his race
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Dreadhur can add 1 point to
  
 
===Combat===
 
===Combat===
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Mettle 8/8
 
Mettle 8/8
  
*'''Favored Weapon''' - '''greataxe, crossbow, lance'''
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*'''Favored Weapon''' - '''(choose 3)'''
 
**When you ''take a moment to catch your breath and focus your energy'', reset your mettle to its maximum.
 
**When you ''take a moment to catch your breath and focus your energy'', reset your mettle to its maximum.
 
**When you ''make any move with a favored weapon'', before you roll you may spend 1 mettle to take +1 to that roll.
 
**When you ''make any move with a favored weapon'', before you roll you may spend 1 mettle to take +1 to that roll.
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===Cleric Moves===
 
===Cleric Moves===
'''God:''' Vecna | '''Tenet:''' Never reveal all you know | '''Domains:''' Undead, Dominance<br>
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'''God:''' Vecna | '''Tenet:''' | '''Domains:''' <br>
 
Favor 8/8
 
Favor 8/8
  
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**When you ''make any move roll that falls within the domain of your deity'', you may spend favor before you roll the dice to increase the result by +1 for each point of favor spent.
 
**When you ''make any move roll that falls within the domain of your deity'', you may spend favor before you roll the dice to increase the result by +1 for each point of favor spent.
 
*'''Pray''' - When you ''take the necessary time to commune with your deity'', say what that looks like and roll +CHA, taking +1 if you bear your holy symbol, and +1 if you occupy a place sacred to your faith: '''on a 10+''', your prayers are head - restore your favor to maximum, '''on a 7-9''', gain 1 favor; '''on a 6-''', mark the ability used, and the Judge makes a move.
 
*'''Pray''' - When you ''take the necessary time to commune with your deity'', say what that looks like and roll +CHA, taking +1 if you bear your holy symbol, and +1 if you occupy a place sacred to your faith: '''on a 10+''', your prayers are head - restore your favor to maximum, '''on a 7-9''', gain 1 favor; '''on a 6-''', mark the ability used, and the Judge makes a move.
*'''Convert''' - When you ''convince a nonbeliever to join your faith'', gain 1 XP or 2 favor (your choice).
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*'''Smite''' - When you ''deal damage to an enemy of your faith'', you may spend favor before you roll damage to increase the result by +1 for each point of favor spent.
*'''Lay on Hands''' - When you ''call upon the power of your deity to heal an undead thing or a worshipper of Vecna which you are touching'', burn 1 Constitution and roll +CHA: '''on a 10+''', they heal hit points and/or ability points equal to double your current favor; '''on a 7-9''', they heal hit points and/or ability points equal to your current favor; '''on a 6-''', mark the ability used, and the Judge makes a move. You may not lay hands on yourself or a creature of opposite Alignment.
 
*'''Invoke''' - When you ''call upon your deity to manifest their power'', say what you want to have happen and how it falls within at least one of your deity’s domains. The Judge will assign your request '''hubris''' from 0 (''insignificant'') to 6 (''miraculous''). Then, roll -hubris, +1 if you bear your holy symbol, and +1 if you occupy a place sacred to your faith: '''on a 10+''', your request is granted with duration 3, and may be made permanent if you perma-burn 1 ability point of your choice per point of hubris; '''on a 7-9''', your request is granted with duration 1, but your deity demands proof of devotion—the Judge chooses 1 from the list below; '''on a 6-''', mark XP, and the Judge makes a move.
 
**'''Sacrifice''': take -1 ongoing to Pray until you destroy or tithe something of the Judge’s choosing (silver, blood, something of symbolic significance to your faith, etc.)
 
**'''Exemplify''': take -1 ongoing to Invoke until you satisfy your tenet
 
**'''Atone''': take -1 ongoing to Invoke until you gain at least 1 favor
 
**'''Evangelize''': take -1 ongoing to Invoke until you Convert a nonbeliever
 
**'''Redeem''': you may not Invoke again until you complete a trial of the Judge’s choosing
 
**'''Suffer''': perma-burn 1 point of an ability of the Judge’s choice
 
  
 
===Thief Moves===
 
===Thief Moves===
 
Cunning 6/6
 
Cunning 6/6
  
*'''Tricks of the Trade''' - Areas of expertise: '''stealth, poison, negotiation'''
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*'''Tricks of the Trade''' - Areas of expertise: '''(take 3)'''
 
**When you ''take the time to brood in silence and plot your next move', reset your cunning to its maximum.
 
**When you ''take the time to brood in silence and plot your next move', reset your cunning to its maximum.
 
**When you ''make any move that falls within an area of your expertise'', after you roll you may increase the result by 1 for each point of cunning you choose to spend.
 
**When you ''make any move that falls within an area of your expertise'', after you roll you may increase the result by 1 for each point of cunning you choose to spend.
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*
 
*
 
*
 
*
*'''Templar''' -  You have sworn to devote your life to Vecna, and are now Blood (warrior), Fingers (thief/assassin), and Memory (priest) of Vecna, with Cleric Basic Moves and the ability to take Advanced Moves from the Cleric playbook.
 
 
*
 
*
*'''Smite''' (free: Servant of Vice) - When you ''deal damage to an enemy of your faith'', you may spend favor before you roll damage to increase the result by +1 for each point of favor spent.
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*
  
 
===Followers===
 
===Followers===
 
*Darnakk, his executive officer, a floating flaming skull with an officious personality; the skull's been in the army longer than Dreadhur's been alive and has seen many generals come and go.
 
*Darnakk, his executive officer, a floating flaming skull with an officious personality; the skull's been in the army longer than Dreadhur's been alive and has seen many generals come and go.
*platoon of 40 Dread Myrmidon zombie soldiers, armed with mace + shield (+1 armor, 1d6, ''close, forceful, stun'')
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*platoon of 40 improved zombie soldiers
**Dread: They rise again, after falling in battle the first time. They are, however, more susceptible to zombie rot.
 
**Myrmidon: They fight better in ranks, and can pass as living troops from a distance. They require, however, a tighter command structure.
 
  
 
===Gear===
 
===Gear===
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Silver in Hand:
 
Silver in Hand:
 
lance: 1d10, wt 3, ''reach, forceful, stun, 2 pierce, awkward''. Mounted combat will be relatively abstract, at least to start.
 
  
 
=====Gate's Bane=====
 
=====Gate's Bane=====

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