Morturi: Arcane

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

Trickster

  • Class: Light
  • Move: 5
  • Attack: None - The Trickster has no basic attack.
  • 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.

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.

Trickster tricks

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

  • Will to Live

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

Pyromancer

  • Class: Medium
  • Move: 4
  • Attack: None - The Pyromancer has no basic attack.
  • 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.

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.

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.

  • 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 attacks 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.)

  • Fighter

The Pyromancer can make a basic melee attack that hits on a 4+ to deal 4 damage.

  • Will to Live

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