Difference between revisions of "Morturi: Arcane"

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(Trickster tricks)
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=Bloodmage=
 
=Bloodmage=
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''' ''"Give blood."''' ''
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<br>''- Chrionius, the Healer''<br><br>
  
 
* '''Class:''' Medium
 
* '''Class:''' Medium
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=Defender Golem=
 
=Defender Golem=
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''' ''"..."''' ''
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<br>''- M.O.X.''<br><br>
  
 
* '''Class:''' Heavy
 
* '''Class:''' Heavy
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<br><br>
 
<br><br>
 
=Trickster=
 
=Trickster=
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''' ''"Magician? Me? I don't know what you're talking about."''' ''
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<br>''- Loki''<br><br>
  
 
* '''Class:''' Light
 
* '''Class:''' Light
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=Pyromancer=
 
=Pyromancer=
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''' ''"Burn, baby, burn! Arena inferno!"''' ''
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<br>''- Pengrak of Firewander''<br><br>
  
 
* '''Class:''' Medium
 
* '''Class:''' Medium

Revision as of 11:13, 27 October 2009

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

Bloodmage

"Give blood."
- Chrionius, the Healer

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

Bloodmage Special Rules

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

Arcane Energy - A Bloodmage 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. Unspent Arcane Energy can be saved up from turn to turn.

Gather Energy - A Bloodmage 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.

Vital Energies - This is a spell that costs 1 Arcane Energy. The Bloodmage can target himself or a gladiator within 6 squares. The target regains 1 Life Point.

Bloodmage 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 Blood

If an enemy adjacent to the Bloodmage is wounded, the Bloodmage gains 1 Arcane Energy. This can happen once per enemy per battle round.

  • Haemorrhage

This is a spell that costs 4 Arcane Energy. Select one Gladiator anywhere in the battle. That Gladiator takes D6 Life Points damage as his blood vessels burst open! 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.)

  • Heartsblood Surge

This is a spell that costs X Arcane Energy. The Bloodmage chooses a gladiator within 6 Squares. That gladiator gains X movement points, which he must use immediately. The Bloodmage may target himself with this spell.

  • Rising Blood

This is a spell that costs 3 Arcane Energy. The Bloodmage chooses a gladiator within 6 Squares. That gladiator gains a free attack, which he must use immediately. The Bloodmage may target himself with this spell (though its not generally worth doing so!).

  • Sanguine Restoration

This is a spell that costs 4 Arcane Energy. The Bloodmage chooses a gladiator within 6 squares. That Gladiator regains 4 Life Points. The Bloodmage may target himself with this spell.

  • Will to Live

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

Defender Golem

"..."
- M.O.X.

  • Class: Heavy
  • Move: 3
  • Attack: Stone fists - Roll 5+ to deal 5 damage.
  • Life Points: 8

Defender Golem Special Rules

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

Arcane Energy - A Defender Golem 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. Unspent Arcane Energy can be saved up from turn to turn.

Arcane Construct - A Defender Golem gains 1 Arcane Energy at the start of each turn. It automatically passes Survival checks. It is immune to Fear effects.

Reconstruction - This is a spell that costs 1 Arcane Energy. The Defender Golem regains 1 Life Point.

Non Human Humanoid - This Gladiator is not human, but is humanoid in form.

Defender Golem tricks

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

  • Burst of Action

This is a spell that costs X Arcane Energy. The Defender Golem gains X movement points, which he may use immediately.

  • Conduit

This is a spell that costs 1 Arcane Energy. Another Arcane gladiator in the battle gains 1 Arcane Energy.

  • Protector

If an ally adjacent to the this gladiator is attacked, he may swap places with that ally before the attack is resolved. Both the protector and the ally may then change facing for free before the attack happens.

  • Relentless

The Defender Golem ignores any increase in movement cost to move a square. As long as he is able to move, it always costs him one movement point to move to an adjacent square.

  • Stand firm

The Defender Golem cannot be forced to move by another gladiator's tricks. Ignore any forced movement effects applied to him.

  • Stone Skin

This is a spell that costs 1 Arcane Energy. All damage dealt to the Defender Golem for the rest of this battle round suffers -2 Damage Reduction. This is an armour effect.

  • Toe to Toe

The gladiator may spend 3 movement points to make a melee attack against an adjacent enemy. This is in addition to his normal attacks this round.

Trickster

"Magician? Me? I don't know what you're talking about."
- Loki

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

Trickster Special Rules

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. Unspent Arcane Energy can be saved 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 4 Arcane Energy. The Trickster nominates himself or 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 and hits on a 2+. 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

"Burn, baby, burn! Arena inferno!"
- Pengrak of Firewander

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

Pyromancer Special Rules

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. Unspent Arcane Energy can be saved 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.