Difference between revisions of "Fill This In Yourself"

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=Pei Huai=
+
=Kastalos the Untouchable=
*Background: Physician
+
*Background: Thug (Professional duelist)
 
*Appearance:
 
*Appearance:
 
*Description:
 
*Description:
 
*Goal:
 
*Goal:
*Class: Expert
+
*Class: Warrior
 
+
**Killing Blow
*Class Ability: Masterful Expertise
+
Whenever a Warrior inflicts damage with any attack,
**Once per scene, the Expert may reroll any non-combat
+
spell, or special ability they may add half their character
skill check as an Instant action. This allows the Expert
+
level, rounded up, to the damage done. This damage is
to make a roll and then immediately use this ability if
+
also added to any Shock they may inflict.
the resulting total isn’t good enough to succeed. In cases
+
Combined with Foci meant to improve Shock attacks
where it matters, the better of the two rolls may be used.
+
such as Armsmaster, Close Combatant, or Shocking
*Class Ability: Quick Learner
+
Assault, this ability ensures that an experienced Warrior
**When you advance a character level, you gain an extra
+
will almost always kill any ordinary human soldier
skill point which may only be spent on gaining or improving non-combat skills or raising attributes. You may
+
or minor monster, regardless of their attack roll result.
save this point to spend later if you wish.
+
**Veteran’s Luck
 +
Once per scene, as an Instant action, the Warrior may
 +
turn a missed attack they have made into a hit. Alternately,
 +
they may turn a successful attack against them into a
 +
miss, also as an Instant action. This ability is particularly
 +
lethal when used with the Make a Snap Attack action
 +
and leveled against weaker monsters or ordinary human
 +
warriors, as explained on page 44.
 +
Only one exercise of this ability is possible in a scene,
 +
either to force a miss or ensure a hit on a foe; both options
 +
may not be employed in the same fight.
 +
A Warrior may use this ability with crew-served
 +
weapons they are assisting in firing. This ability cannot
 +
be used to negate environmental damage or damage done
 +
to a vehicle or mount they are riding.
 +
**Slayer
 +
Your hit rolls are always successful against any creature with equal or fewer hit dice than you have levels, assuming it’s physically possible for your weapon to harm them
 +
**Unbroken
 +
Once per day as an Instant action, when reduced to 0 hit points or affected by hostile magic, you can negate the magical effect or push through the injury. Using this ability reduces you to 1 HP.
 +
**Heroic Warrior’s Fray
 +
Once per round, as an On Turn action, inflict 1d8 damage plus your level on any one target within reach of any of your Readied weapons, provided they have equal or fewer hit dice than you have levels. This damage is not modified by any ability or bonus, and can affect any creature who could be hurt by that Readied weapon.
 +
**Heroic Resilience
 +
+12 HP (included)
 +
**Heroic Reflexes
 +
Heroic PCs always win initiative at the start of hostilities unless their foes successfully ambush them or otherwise have the drop on the group
 +
**Heroic Determination
 +
Once per scene, as an On Turn actions, a Heroic PC can accept a point of System Strain to automatically heal 1d8 hit points of damage plus their character level. This can return them to the fray from a Mortally Wounded condition. Outside of combat, they can use this ability as often as they like during a five-minute rest, assuming they have the System Strain to support it.
 +
*HP: 32+con bonus/X
 +
*System Strain: X/X
 +
*Level: 3
 +
*XP: X/X
  
 
=Attributes=
 
=Attributes=
*Strength: 9 (+/-)
+
*Strength: 10 (+/-0)
*Dexterity: 12 (+/-)
+
*Dexterity: 14 (+1)
*Constitution: 7 (-1)
+
*Constitution: 14 (+1)
*Intelligence: 14 (+1)
+
*Intelligence: 7 (-1)
*Wisdom: 11 (+/-)
+
*Wisdom: 9 (+/-0)
*Charisma: 10 (+/-)
+
*Charisma: 11 (+/-0)
  
 
=Combat=
 
=Combat=
 
*Movement:
 
*Movement:
 
*Armor: (List the actual armor + shield worn)
 
*Armor: (List the actual armor + shield worn)
**AC: (+shield, if any)
+
**AC: 18 (+shield, if any)
*Base Attack Bonus  
+
*Base Attack Bonus +3
 
*Weapon:
 
*Weapon:
 
**+X, XdX+X. Shock: Range:
 
**+X, XdX+X. Shock: Range:
 
*Weapon:
 
*Weapon:
 
**+X, XdX+X. Shock: Range:
 
**+X, XdX+X. Shock: Range:
*Physical:  
+
*Physical: 14
*Evasion:  
+
*Evasion: 14
*Mental:  
+
*Mental: 15
*Luck:  
+
*Luck: 15
 
=Abilities=
 
=Abilities=
 
==Skills==
 
==Skills==
*Heal - 0
+
*Connect - 0
*Convince - 0
+
*Sneak - 0
*Administer - 0
+
*Stab - 2
 
 
[[+2 Physical]]
 
  
 
==Foci==
 
==Foci==
*Polymath
+
*Impervious Defense
**You have a passing acquaintance with a vast variety of
+
**Whether through uncanny reflexes, remarkable luck, supernatural
practical skills and pastimes, and can make a modest attempt at almost any exercise of skill or artisanry. Note
+
heritage, or magical talent, you have natural
that the phantom skill levels granted by this Focus don’t
+
defenses equivalent to high-quality armor. The benefits
stack with normal skill levels or give a skill purchase
+
of this Focus don’t stack with armor, though Dexterity
discount. Only Experts or Partial Experts can take this
+
or shield modifiers apply.
Focus.
+
Level 1: You have an innate Armor Class of 15 plus half
Level 1: Gain any one bonus skill. You treat all non-combat skills as if they were at least level-0 for purposes
+
your character level, rounded up. (AC 17+dex+shield)
of skill checks, even if you lack them entirely.
+
*Close Combatant
 
+
**You’ve had all too much practice at close-in fighting and
*Gifted Chirurgeon
+
desperate struggles with drawn blades. You’re extremely
You have an unusual gift for saving Mortally Wounded
+
skilled at avoiding injury in melee combat, and at level
allies and quickening the natural recovery of the wounded in your care.
+
2 you can dodge through a melee scrum without fear of
**Level 1: Gain Heal as a bonus skill. You may attempt to
+
being knifed in passing.
stabilize one Mortally Wounded adjacent person
+
Level 1: Gain any combat skill as a bonus skill. You can
per round as an On Turn action. When rolling Heal
+
use knife-sized thrown weapons in melee without
skill checks, roll 3d6 and drop the lowest die. You
+
suffering penalties for the proximity of melee attackers.
heal twice as many hit points as usual when applying first aid after a battle, as described on page 48.
+
You ignore Shock damage from melee assailants,
 
+
even if you’re unarmored at the time, but
*Cultured
+
invoking this benefit disrupts any spellcasting you
**Through wide travel, careful observation, or extensive
+
might do that round due to the need for violently
study, you’ve obtained a wide experience of the cultures
+
active evasion.
of your region and an ability to navigate their customs,
+
*Nullifier
laws, and languages. You know what to do and say to
+
**Something about your hero interferes with easy use of
impress others with the reasonableness of your wishes.
+
magic on them. It may be a strangely powerful birth
Level 1: Gain Connect as a bonus skill. You can fluently speak all the common languages of your native
+
blessing, a particular supernatural bloodline, or simple
region and convey at least basic information in the
+
occult incompatibility. This Focus cannot be taken by
uncommon or esoteric ones. You can learn a new
+
Mages or Partial Mages.
language with only a week’s practice with a native
+
Level 1: You and all allies within twenty feet gain a +2
speaker. Once per game day, your polished ways automatically gain a minor favor from an NPC that
+
bonus to all saving throws against magical effects.
would not put them to significant expense or risk,
+
As an On Turn action, you can feel the presence or
assuming the NPC isn’t hostile to you.
+
use of magic within twenty feet of you, though you
 +
can’t discern details about it or the specific source.
 +
The first failed saving throw against a magical effect
 +
you suffer in a day is turned into a success.
  
  

Latest revision as of 12:23, 16 August 2022

Kastalos the Untouchable[edit]

  • Background: Thug (Professional duelist)
  • Appearance:
  • Description:
  • Goal:
  • Class: Warrior
    • Killing Blow

Whenever a Warrior inflicts damage with any attack, spell, or special ability they may add half their character level, rounded up, to the damage done. This damage is also added to any Shock they may inflict. Combined with Foci meant to improve Shock attacks such as Armsmaster, Close Combatant, or Shocking Assault, this ability ensures that an experienced Warrior will almost always kill any ordinary human soldier or minor monster, regardless of their attack roll result.

    • Veteran’s Luck

Once per scene, as an Instant action, the Warrior may turn a missed attack they have made into a hit. Alternately, they may turn a successful attack against them into a miss, also as an Instant action. This ability is particularly lethal when used with the Make a Snap Attack action and leveled against weaker monsters or ordinary human warriors, as explained on page 44. Only one exercise of this ability is possible in a scene, either to force a miss or ensure a hit on a foe; both options may not be employed in the same fight. A Warrior may use this ability with crew-served weapons they are assisting in firing. This ability cannot be used to negate environmental damage or damage done to a vehicle or mount they are riding.

    • Slayer

Your hit rolls are always successful against any creature with equal or fewer hit dice than you have levels, assuming it’s physically possible for your weapon to harm them

    • Unbroken

Once per day as an Instant action, when reduced to 0 hit points or affected by hostile magic, you can negate the magical effect or push through the injury. Using this ability reduces you to 1 HP.

    • Heroic Warrior’s Fray

Once per round, as an On Turn action, inflict 1d8 damage plus your level on any one target within reach of any of your Readied weapons, provided they have equal or fewer hit dice than you have levels. This damage is not modified by any ability or bonus, and can affect any creature who could be hurt by that Readied weapon.

    • Heroic Resilience

+12 HP (included)

    • Heroic Reflexes

Heroic PCs always win initiative at the start of hostilities unless their foes successfully ambush them or otherwise have the drop on the group

    • Heroic Determination

Once per scene, as an On Turn actions, a Heroic PC can accept a point of System Strain to automatically heal 1d8 hit points of damage plus their character level. This can return them to the fray from a Mortally Wounded condition. Outside of combat, they can use this ability as often as they like during a five-minute rest, assuming they have the System Strain to support it.

  • HP: 32+con bonus/X
  • System Strain: X/X
  • Level: 3
  • XP: X/X

Attributes[edit]

  • Strength: 10 (+/-0)
  • Dexterity: 14 (+1)
  • Constitution: 14 (+1)
  • Intelligence: 7 (-1)
  • Wisdom: 9 (+/-0)
  • Charisma: 11 (+/-0)

Combat[edit]

  • Movement:
  • Armor: (List the actual armor + shield worn)
    • AC: 18 (+shield, if any)
  • Base Attack Bonus +3
  • Weapon:
    • +X, XdX+X. Shock: Range:
  • Weapon:
    • +X, XdX+X. Shock: Range:
  • Physical: 14
  • Evasion: 14
  • Mental: 15
  • Luck: 15

Abilities[edit]

Skills[edit]

  • Connect - 0
  • Sneak - 0
  • Stab - 2

Foci[edit]

  • Impervious Defense
    • Whether through uncanny reflexes, remarkable luck, supernatural

heritage, or magical talent, you have natural defenses equivalent to high-quality armor. The benefits of this Focus don’t stack with armor, though Dexterity or shield modifiers apply. Level 1: You have an innate Armor Class of 15 plus half your character level, rounded up. (AC 17+dex+shield)

  • Close Combatant
    • You’ve had all too much practice at close-in fighting and

desperate struggles with drawn blades. You’re extremely skilled at avoiding injury in melee combat, and at level 2 you can dodge through a melee scrum without fear of being knifed in passing. Level 1: Gain any combat skill as a bonus skill. You can use knife-sized thrown weapons in melee without suffering penalties for the proximity of melee attackers. You ignore Shock damage from melee assailants, even if you’re unarmored at the time, but invoking this benefit disrupts any spellcasting you might do that round due to the need for violently active evasion.

  • Nullifier
    • Something about your hero interferes with easy use of

magic on them. It may be a strangely powerful birth blessing, a particular supernatural bloodline, or simple occult incompatibility. This Focus cannot be taken by Mages or Partial Mages. Level 1: You and all allies within twenty feet gain a +2 bonus to all saving throws against magical effects. As an On Turn action, you can feel the presence or use of magic within twenty feet of you, though you can’t discern details about it or the specific source. The first failed saving throw against a magical effect you suffer in a day is turned into a success.


Gear[edit]

  • Readied Items:
    • Total: X/X
  • Stowed Items:
    • Total: X/X

Miscellanea[edit]

Notes[edit]

Assets[edit]