Difference between revisions of "Hero Wars: Serzeen"

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(Created page with "=Serzeen= Return to the main page? Level 1 Hell Mother, worshipper of Darkness gods and an exile from the Kitori of the Troll Woods '''Look:''' ===Game Stati...")
 
(Serzeen)
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==="Friends"===
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===Class Features===
  
'''Rhin, a smuggler''' ()
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==Bound Spirits==
<br/>While Io is capable of ingesting food and drink, it doesn't do what's necessary to sustain her operations. Only an unusual form of fuel seems to do the trick, and Rhin has proved to be a sympathetic, non-extortionate source of that when his "trading" itinerary puts him in the same neighborhood of the sector. He's the closest thing Io has to a friend outside of the crew.
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Each day you can choose number of bound spirits to serve you as indicated in the class progression table. Each bound spirit provides you (or sometimes your allies) with a bonus or power of some sort while you have it bound. Each spirit also has a release trigger, which is a moment when you can release the spirit and gain a benefit from it. The release trigger action is the only way to release a bound spirit.
  
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At adventurer tier, the spirit’s release often provides a second chance for an ally who has screwed up a bit, but the favors of o Darkness spirits don’t come easy! When a Darkness spirit eats someone’s bad luck, it also tends to eat a piece of them, or their spirit.
  
'''Ora, an info broker''' (▼)
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Each individual spirit has a recharge roll that you use after the battle to try to bind the spirit again. If you succeed, you start the next battle with the spirit bound and providing you with its bonus. If you fail the roll, the spirit is somewhere else, not yet returned to you.
<br/>To date, Ora is the only one who's figured out that Io is connected to the reward that the Guild of Engineers put out two and a half years ago that's been slowly growing in size ever since. Lately, Ora has been putting increasing pressure on Io to pay protection money or otherwise provide favors, lest Ora decide that the Guild's money and gratitude are more lucrative.
 
  
===Vices===
 
  
'''Weird'''
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==Recurring Daily Spells==
<br/>When Io is alone, she'll frequently peel her flesh back and tinker with her insides, trying to figure out exactly how she works.
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The hell mother’s daily spells work a bit differently than those of other classes. The big difference is that the spell automatically repeats at the start of the hell mother’s next turn. Then, if the natural attack roll of the recurring spell is even, the spell repeats again at the start of the hell mother’s next turn, and so on as long as natural even rolls come up.
 +
 
 +
In other words, the hell mother’s recurring daily spells always repeat at least once. They might repeat again on subsequent rounds depending on the natural attack rolls of the recurrences. Cast once, a hell mother’s daily spells aren’t as powerful as the daily spells cast by other spellcasters. Combine several rounds of effects and the fact that spells
 +
recur as free actions, and the hell mother does just fine.
 +
 
 +
You can only have one recurring daily spell active at a time and casting a second such spell ends the first. So of course you aren’t likely to cast a second recurring spell until the first spell has ended ‘naturally.’
 +
 
 +
'''Use the first attack roll:''' Some hell mother daily spells require multiple attacks. Use the first attack roll of a turn for a recurring spell to determine whether it recurs again.
 +
 
 +
'''Automatic repetition:''' The fact that recurring daily spells ‘automatically repeat’ is a bit different than how we usually do things. What we mean is that a recurring spell no longer requires an action being taken by the hell mother. The hell mother can be knocked unconscious or out of play using dark walk, or teleported away, or DEAD, and the recurring spell will keep getting cast as long as natural even attack rolls keep occurring. This mechanic models our notion that the hell mother has called up spirits who are operating somewhat independently.
 +
 
 +
One possible oddity comes from targeting. The hell mother herself isn’t recasting the spell, so she’s not going to be taking opportunity attacks from engaged enemies if it’s a ranged spell. And the attack isn’t coming from her, not really. To determine nearby targets, use the hell mother’s most recent location, or where she is lying unconscious, but don’t worry about line of sight and cover for the recurrences, since the spirits are flying around tearing things up on their own.
 +
 
 +
==Ritual Magic==
 +
You can cast your spells as rituals (13th Age, page 192). Unlike most other ritual casters, your rituals generally require you to eat something living. In troll society, trollkin suffice, but while adventuring with surface folk you’ll probably make do with animals.
 +
 
 +
Your rituals work best underground or at night. Outdoors and under the sunlight, you’re probably just wasting your time and a spell.
 +
 
 +
==Summons from Hell==
 +
As a hell mother, you know a number of summoning spells, as indicated on the level progression table. You use the general rules for summoned creatures presented on page 67 but with a couple wrinkles all your own.
 +
 
 +
Unlike most other summoners, you don’t know different summoning spells. Instead, you have one hell mother summoning spell, summons from Hell, which is shown below. At 1st level, you get one use of the spell. At 2nd level you get another use, and so on.
 +
 
 +
The creatures you summon are determined by a d20 roll rather than by summoning spell choices. Low rolls let you choose a giant bug to summon. Higher rolls summon a giant spider. Still higher rolls summon a o Darkness spirit known as a dehori (pronounced dae-HOR-ee). Maxed-out rolls summon the same types of dehori but as a superior summoned creature instead of as an ordinary summoned creature, allowing you to use your standard actions as you like while the superior dehori fights without needing direction.
 +
 
 +
Normally you summon a creature that’s your level or one lower. If you want to summon an even lower level creature for story reasons or because it has an ability that higher level creatures lack, you’re free to do so.
 +
 
 +
'''Summons from Hell'''
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Ranged Spell * Daily
 +
Special: You get a number of daily uses depending on your level
 +
Effect: You summon a creature to fight for you until the end of the battle. Which creature? Roll a d20 and add the escalation die, then consult the following table.
 +
Modified d20 Roll
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1–8: Summon giant bug—Choose a giant bug from among the giant bugs available at your level. It fights for you as an ordinary summoned creature. Unlike most ordinary summoned creatures that deal damage to the caster equal to the summoned creature’s level when they drop to 0 hit points, giant bugs deal damage equal to double the creature’s level to the caster when they drop.
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9–15: Summon giant spider—Choose a giant spider from among the giant spiders available at your level. It fights for you as an ordinary summoned creature. All spiders you summon have the wallcrawler ability to climb on ceilings and walls.
 +
16–19: Summon dehori—Choose a dehori from among the dehori available at your level. It fights for you as an ordinary summoned creature.
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20+: Summon superior dehori—Choose a dehori from among the dehori available at your level. It fights for you as a superior summoned creature.

Revision as of 18:20, 2 February 2019

Serzeen

Return to the main page?

Level 1 Hell Mother, worshipper of Darkness gods and an exile from the Kitori of the Troll Woods

Look:

Game Statistics

Strength 10 +0
Dexterity 14 +2
Constitution 17 +3
Intelligence 12 +1
Wisdom 13 +1
Charisma 19 +4
HP 24/24
AC 14
PD 14
MD 14
Init +3
Recoveries 8/8, 1d6+3

One Unique Thing

  • I hear the whispers of Annilla the Blue Moon in my dreams.

Runes

  • Darkness
  • Spirit
  • Moon

Backgrounds

  • Initiate in the Mysteries of the Darkness 4
    • Serzeen studied under the priestesses of her tribe before her exile, becoming initiated into the many secrets that darkness and night hold.
  • Casino Town Enforcer 4
    • During her exile, Serzeen made her way to Casino Town in God Forgot. There, she found work as an enforcer for some of the gambling houses, whether it involved cracking the skulls of unruly drunks, intimidating people into compliance, or hunting down those who would try to skip out on their gambling debts.


Class Features

Bound Spirits

Each day you can choose number of bound spirits to serve you as indicated in the class progression table. Each bound spirit provides you (or sometimes your allies) with a bonus or power of some sort while you have it bound. Each spirit also has a release trigger, which is a moment when you can release the spirit and gain a benefit from it. The release trigger action is the only way to release a bound spirit.

At adventurer tier, the spirit’s release often provides a second chance for an ally who has screwed up a bit, but the favors of o Darkness spirits don’t come easy! When a Darkness spirit eats someone’s bad luck, it also tends to eat a piece of them, or their spirit.

Each individual spirit has a recharge roll that you use after the battle to try to bind the spirit again. If you succeed, you start the next battle with the spirit bound and providing you with its bonus. If you fail the roll, the spirit is somewhere else, not yet returned to you.


Recurring Daily Spells

The hell mother’s daily spells work a bit differently than those of other classes. The big difference is that the spell automatically repeats at the start of the hell mother’s next turn. Then, if the natural attack roll of the recurring spell is even, the spell repeats again at the start of the hell mother’s next turn, and so on as long as natural even rolls come up.

In other words, the hell mother’s recurring daily spells always repeat at least once. They might repeat again on subsequent rounds depending on the natural attack rolls of the recurrences. Cast once, a hell mother’s daily spells aren’t as powerful as the daily spells cast by other spellcasters. Combine several rounds of effects and the fact that spells recur as free actions, and the hell mother does just fine.

You can only have one recurring daily spell active at a time and casting a second such spell ends the first. So of course you aren’t likely to cast a second recurring spell until the first spell has ended ‘naturally.’

Use the first attack roll: Some hell mother daily spells require multiple attacks. Use the first attack roll of a turn for a recurring spell to determine whether it recurs again.

Automatic repetition: The fact that recurring daily spells ‘automatically repeat’ is a bit different than how we usually do things. What we mean is that a recurring spell no longer requires an action being taken by the hell mother. The hell mother can be knocked unconscious or out of play using dark walk, or teleported away, or DEAD, and the recurring spell will keep getting cast as long as natural even attack rolls keep occurring. This mechanic models our notion that the hell mother has called up spirits who are operating somewhat independently.

One possible oddity comes from targeting. The hell mother herself isn’t recasting the spell, so she’s not going to be taking opportunity attacks from engaged enemies if it’s a ranged spell. And the attack isn’t coming from her, not really. To determine nearby targets, use the hell mother’s most recent location, or where she is lying unconscious, but don’t worry about line of sight and cover for the recurrences, since the spirits are flying around tearing things up on their own.

Ritual Magic

You can cast your spells as rituals (13th Age, page 192). Unlike most other ritual casters, your rituals generally require you to eat something living. In troll society, trollkin suffice, but while adventuring with surface folk you’ll probably make do with animals.

Your rituals work best underground or at night. Outdoors and under the sunlight, you’re probably just wasting your time and a spell.

Summons from Hell

As a hell mother, you know a number of summoning spells, as indicated on the level progression table. You use the general rules for summoned creatures presented on page 67 but with a couple wrinkles all your own.

Unlike most other summoners, you don’t know different summoning spells. Instead, you have one hell mother summoning spell, summons from Hell, which is shown below. At 1st level, you get one use of the spell. At 2nd level you get another use, and so on.

The creatures you summon are determined by a d20 roll rather than by summoning spell choices. Low rolls let you choose a giant bug to summon. Higher rolls summon a giant spider. Still higher rolls summon a o Darkness spirit known as a dehori (pronounced dae-HOR-ee). Maxed-out rolls summon the same types of dehori but as a superior summoned creature instead of as an ordinary summoned creature, allowing you to use your standard actions as you like while the superior dehori fights without needing direction.

Normally you summon a creature that’s your level or one lower. If you want to summon an even lower level creature for story reasons or because it has an ability that higher level creatures lack, you’re free to do so.

Summons from Hell Ranged Spell * Daily Special: You get a number of daily uses depending on your level Effect: You summon a creature to fight for you until the end of the battle. Which creature? Roll a d20 and add the escalation die, then consult the following table. Modified d20 Roll 1–8: Summon giant bug—Choose a giant bug from among the giant bugs available at your level. It fights for you as an ordinary summoned creature. Unlike most ordinary summoned creatures that deal damage to the caster equal to the summoned creature’s level when they drop to 0 hit points, giant bugs deal damage equal to double the creature’s level to the caster when they drop. 9–15: Summon giant spider—Choose a giant spider from among the giant spiders available at your level. It fights for you as an ordinary summoned creature. All spiders you summon have the wallcrawler ability to climb on ceilings and walls. 16–19: Summon dehori—Choose a dehori from among the dehori available at your level. It fights for you as an ordinary summoned creature. 20+: Summon superior dehori—Choose a dehori from among the dehori available at your level. It fights for you as a superior summoned creature.