Difference between revisions of "Morturi: Arcane"

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(Pyromancer tricks)
(Pyromancer)
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'''Gather Energy''' - A Pyromancer can spend 4 Movement Points to attempt to gather arcane energy. Roll a D6. On a roll of 2+, the Pyromancer gains 1 point of Arcane Energy.
 
'''Gather Energy''' - A Pyromancer can spend 4 Movement Points to attempt to gather arcane energy. Roll a D6. On a roll of 2+, the Pyromancer gains 1 point of Arcane Energy.
  
'''Firebolt''' - This is a ''spell'' that costs 1 Arcane Energy. The pyromancer makes a ranged attack that has a range of 6 squares, and hits on a 4+ to deal 4 damage.
+
'''Emberbolt''' - This is a ''spell'' that costs 1 Arcane Energy. The pyromancer makes a ranged attack that has a range of 6 squares, and hits on a 4+ to deal 4 damage.
  
 
===Pyromancer tricks===
 
===Pyromancer tricks===

Revision as of 09:29, 21 October 2009

Morturi Te Salutant: Main Page -> Morturi: Factions -> Morturi: Arcane

Trickster

  • Class: Light
  • Move: 5
  • Attack: Knife - Roll 2+ to deal 2 damage.
  • Life Points: 8

Trickster

Spellcasting - An arcane character can cast a spell in place of attacking. He can only cast 1 spell per turn.

Arcane Energy - A Trickster must spend Arcane Energy to cast spells. He starts each battle with 0 Arcane Energy, and can have a maximum of 4 Arcane Energy at any time. Arcane Energy can be saves up from turn to turn.

Gather Energy - A Trickster can spend 4 Movement Points to attempt to gather arcane energy. Roll a D6. On a roll of 2+, the Trickster gains 1 point of Arcane Energy.

Confusion - This is a spell that costs 1 Arcane Energy. The Trickster makes a ranged attack that has a range of 12 squares and hits on a 2+. If it hits, the attack deals no damage but the target is immediately turned to face in a direction of the Trickster's choice.

Trickster tricks

Novicius Gladiators have 0 tricks. Palus Gladiators select 3 tricks. Primus Palus Gladiators gain all 7 tricks.

  • Apportation

This is a spell that costs 2 Arcane Energy. The Trickster or one ally within 12 squares of the Trickster can make a free immediate Teleport move. This teleport move moves that Gladiator to any empty square within 12 squares of his original square.

  • Avatar of Laughter

If the Trickster is attacked by an enemy gladiator and the attack misses, he gains 1 Arcane Energy.

  • Borrowed Time

This is a spell that costs 3 Arcane Energy. The Trickster nominates one ally anywhere within the battle. That gladiator immediately takes a free turn. This is in addition to his normal turn.

  • Centre of Attention

If your School has more Crowd's Favor than any other school in the battle, the Trickster's Gather Energy results in a 2 point gain in Arcane Energy instead of a 1 point gain.

  • Slipfoot - This is a spell that costs 1 Arcane Energy. The Trickster makes a ranged attack that has a range of 6 squares. If it hits, the attack deals no damage but the target is knocked prone. All attacks against a prone target count as being made against his rear facing, regardless of which way the gladiator is facing. A prone target cannot turn-to-face as a reaction. Also, a prone target cannot make attacks. A prone gladiator can stand up from prone by spending 3 movement points.
  • Terrifying Illusions

This is a spell that costs 1 Arcane Energy. The Trickster makes a ranged attack that each has a range of 3 squares, and hits on a 2+. If successful, it deals no damage, but the target must immediately move a number of squares directly away from the Trickster equal to the dice roll. This is a Fear effect.

  • Will to Live

The gladiator receives a +1 bonus to the dice roll on Survival checks.

Pyromancer

  • Class: Medium
  • Move: 4
  • Attack: Single handed weapon - Roll 4+ to deal 4 damage.
  • Life Points: 8

Pyromancer

Spellcasting - An arcane character can cast a spell in place of attacking. He can only cast 1 spell per turn.

Arcane Energy - A Pyromancer must spend Arcane Energy to cast spells. He starts each battle with 0 Arcane Energy, and can have a maximum of 4 Arcane Energy at any time. Arcane Energy can be saves up from turn to turn.

Gather Energy - A Pyromancer can spend 4 Movement Points to attempt to gather arcane energy. Roll a D6. On a roll of 2+, the Pyromancer gains 1 point of Arcane Energy.

Emberbolt - This is a spell that costs 1 Arcane Energy. The pyromancer makes a ranged attack that has a range of 6 squares, and hits on a 4+ to deal 4 damage.

Pyromancer tricks

Novicius Gladiators have 0 tricks. Palus Gladiators select 3 tricks. Primus Palus Gladiators gain all 7 tricks.

  • Arcane Sacrifice

At the start of his turn the gladiator may choose to lose up to 4 Life Points. He gains 1 Arcane Energy for each life point sacrificed this way.

  • Avatar of Destruction

If the pyromancer deals the killing blow to an enemy gladiator (i.e. the strike that takes them out of action) he gains 4 Arcane Energy.

  • Blade of Flame

This is a spell that costs 4 Arcane Energy. The pyromancer makes a melee attack that hits on a 4+ to deal 10 damage.

  • Firestorm

This is a spell that costs 4 Arcane Energy. The pyromancer makes four ranged attacks that each have a range of 6 squares, and hits on a 2+ to deal 2 damage. These attacks may be made at the same or different targets.

  • Immolate

This is a spell that costs 3 Arcane Energy. The pyromancer makes a ranged attack that each has a range of 3 squares, and hits on a 2+ to deal 6 damage.

  • Incandescence

This is a spell that costs 2 Arcane Energy. The spell affects one square adjacent to the Pyromancer, plus one more square adjacent to the first square. Each gladiator in that area takes D6 Life Points damage as they are scorched with flame! No attack roll is needed, and this damage cannot be reduced or increased by other effects. (Note that this means it ignores both armour and toughness, and also is not affected by facing, height advantage, etc.)

  • Will to Live

The gladiator receives a +1 bonus to the dice roll on Survival checks.