Difference between revisions of "Morturi: Celts"

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(Druid)
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* '''Druidic Status'''
 
* '''Druidic Status'''
 
Gladiators of the Celt faction may not attack the Druid unless they are themselves Druids.  
 
Gladiators of the Celt faction may not attack the Druid unless they are themselves Druids.  
* '''Inspiration: Beasts'''
+
* '''Beastspeech'''
While this Druid is present in the Arena, allied beasts deal +1 damage in melee.
+
While this Druid is present in the Arena, allied beasts ignore their ''Animal Intellect'' special rule.
* '''Inspiration: Celts'''
+
* '''Druidic Status'''
 +
Gladiators of the Celt faction may not attack the Druid unless they are themselves Druids.
 +
* '''Eye of Fear'''
 +
The druid is a master of psychology, intimidating any who approach. Any enemy gladiators moving into a square adjacent must pay +1 movement point for that square of movement. This is a ''Fear'' effect.  
 +
* '''Taliesin's Inspiration'''
 
While this Druid is present in the Arena, allied gladiators of the Celt faction deal +1 damage in melee, with the exception of other Druids.
 
While this Druid is present in the Arena, allied gladiators of the Celt faction deal +1 damage in melee, with the exception of other Druids.
* '''Sacrifice accepted'''
 
If a Gladiator of your faction is taken out-of-action, the Druid deals +1 damage for the rest of the battle.
 
* '''Taliesin's wisdom'''
 
 
* '''Will to Live'''
 
* '''Will to Live'''
 
The gladiator receives a +1 bonus to the dice roll on Survival checks.
 
The gladiator receives a +1 bonus to the dice roll on Survival checks.
 +
* '''Wisdom'''
 +
The Druid and all your Gladiators with the ''Proud'' special rule ignore the effects of the ''Proud'' special rule.
 
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Revision as of 08:49, 26 October 2009

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

Druid

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

Druid Rules

Proud - The School may not surrender so long as this Gladiator is still active in the arena.

Druid tricks

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

  • Druidic Status

Gladiators of the Celt faction may not attack the Druid unless they are themselves Druids.

  • Beastspeech

While this Druid is present in the Arena, allied beasts ignore their Animal Intellect special rule.

  • Druidic Status

Gladiators of the Celt faction may not attack the Druid unless they are themselves Druids.

  • Eye of Fear

The druid is a master of psychology, intimidating any who approach. Any enemy gladiators moving into a square adjacent must pay +1 movement point for that square of movement. This is a Fear effect.

  • Taliesin's Inspiration

While this Druid is present in the Arena, allied gladiators of the Celt faction deal +1 damage in melee, with the exception of other Druids.

  • Will to Live

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

  • Wisdom

The Druid and all your Gladiators with the Proud special rule ignore the effects of the Proud special rule.

Redbranch

  • Class: Medium
  • Move: 4
  • Attack: Great Axe - Roll 5+ to deal 5 damage.
  • Life Points: 8

Redbranch Rules

Proud - The School may not surrender so long as this Gladiator is still active in the arena.

Redbranch tricks

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

  • Combat Control

Any enemy gladiator moving out of a square adjacent to this gladiator must spend +1 movement point for that square of movement.

  • Courage

This gladiator is immune to fear effects.

  • Frenzy of the Defiant Hero

If this gladiator has 2 or fewer life points remaining, he deals +2 damage.

  • Frenzy of the Hungry Axe

If at least 2 enemy Gladiators have been taken out of action by this Gladiator during this battle, this gladiator deals +2 damage.

  • Frenzy of the Cornered Bull

If this gladiator is adjacent to three or more enemy gladiators, he deals +2 damage.

  • Heroism

If your school is outnumbered at least 2:1 in this battle, this gladiator deals +1 damage with his attacks.

  • Will to Live

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

Skyclad

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

Skyclad Rules

Proud - The School may not surrender so long as this Gladiator is still active in the arena.

Skyclad tricks

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

  • Aggression

If this gladiator is adjacent to two or more enemies, he deals +1 damage.

  • Berserk Fury

While wounded, the gladiator deals +1 damage on all melee attacks.

  • Courage

This gladiator is immune to fear effects.

  • Heroism

If your school is outnumbered at least 2:1 in this battle, this gladiator deals +1 damage with his attacks.

  • Last Stand

If this is your only active gladiator in the arena, he deals +1 damage.

  • Light Mobility

After making any attack against a target (including Snake Spear Technique, as below), move 1 square for free.

  • Will to Live

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