Difference between revisions of "Morturi: Elves"

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=Elvish Spellshield=
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* '''Class:''' Heavy
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* '''Move:''' 4
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* '''Attack:''' Spellblade - Roll 5+ to deal 5 damage.
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* '''Life Points:''' 6
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===Elvish Spellshield Special Rules===
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'''Scutum''' - Melee attacks against the front facing of the Spellshield receive a -1 damage reduction. This is an armour effect.
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'''Fae Magic''' - Several of the tricks below have the ''Fae Magic'' tag. The Elf may only use ONE of these in any single turn.
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===Elvish Spellshield Tricks===
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Novicius Gladiators have 0 tricks. Palus Gladiators select 3 tricks. Primus Palus Gladiators gain all 7 tricks.
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* '''Anuriel's River'''
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''Fae Magic.'' The Spellshield ignores and increase in movement cost to move a square. It always costs him one movement point to move to an adjacent square. Also, he ignores any effect that is decreasing his movement points total, and any effect that is immobilising him.
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* '''Fae Mastery'''
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The elf can use TWO Fae Magic tricks per turn instead of one.
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* '''Toe to Toe'''
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The gladiator may spend 3 movement points to make a melee attack against an adjacent enemy. This is on addition to his normal attacks this round.
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* '''Endurance of the Oak'''
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''Fae Magic.'' The Spellshield regains 1 Life Point.
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* '''Will to Live'''
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This Gladiator receives a +1 bonus to the dice roll on Survival checks.
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=Glade Archer=
 
=Glade Archer=
  

Revision as of 01:07, 20 October 2009

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

Elvish Spellshield

  • Class: Heavy
  • Move: 4
  • Attack: Spellblade - Roll 5+ to deal 5 damage.
  • Life Points: 6

Elvish Spellshield Special Rules

Scutum - Melee attacks against the front facing of the Spellshield receive a -1 damage reduction. This is an armour effect.

Fae Magic - Several of the tricks below have the Fae Magic tag. The Elf may only use ONE of these in any single turn.

Elvish Spellshield Tricks

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

  • Anuriel's River

Fae Magic. The Spellshield ignores and increase in movement cost to move a square. It always costs him one movement point to move to an adjacent square. Also, he ignores any effect that is decreasing his movement points total, and any effect that is immobilising him.

  • Fae Mastery

The elf can use TWO Fae Magic tricks per turn instead of one.

  • Toe to Toe

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

  • Endurance of the Oak

Fae Magic. The Spellshield regains 1 Life Point.

  • Will to Live

This Gladiator receives a +1 bonus to the dice roll on Survival checks.

Glade Archer

  • Class: Medium
  • Move: 5
  • Attack: Elvish Blade - Roll 4+ to deal 4 damage. Archery - see below.
  • Life Points: 6

Glade Archer Special Rules

Archery - At the start of his turn the Glade Archer may choose to reduce his Move to 0. If he does so, he gains a ranged attack option for that turn (which may be used instead of his normal melee attack). His ranged attack hits on a 3+ to deal 3 damage, and can be made at a distance of up to 6 squares. He may not use his ranged attack against enemies adjacent to him.

Fae Magic - Several of the tricks below have the Fae Magic tag. The Elf may only use ONE of these in any single turn.

Glade Archer 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.

  • Dragonshimmer arrow

Fae Magic. For this turn only, when making an Archery attack if the Glade Archer rolls a 6 on his attack roll, his school immediately gains +1 point of Crowd's Favour.

  • Fae Mastery

The elf can use TWO Fae Magic tricks per turn instead of one.

  • Ghost arrow

Fae Magic. For this turn only, any Archery attack the Glade Archer ignore the normal Line of Sight rules, and can be made without Line of Sight.

  • Starfire arrow

Fae Magic. The damage of the Glade Archer's Archery attack increases by +2 for this turn only.

  • Windrider arrow

Fae Magic. The range of the Glade Archer's Archery attack increases to 9 squares for this turn only.

  • Will to Live

This Gladiator receives a +1 bonus to the dice roll on Survival checks.

Sword Dancer

  • Class: Light
  • Move: 6
  • Attack: Paired Elvish Light Blades - Roll 2+ to deal 2 damage.
  • Life Points: 6

Sword Dancer Special Rules

Dance of Blades - The Sword Dancer always rolls 2D6 to attack, and picks one of the dice to use as his attack roll. The other dice is set aside and has no effect.

Fae Magic - Several of the tricks below have the Fae Magic tag. The Elf may only use ONE of these in any single turn.

Sword Dancer Tricks

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

  • Elvish Mobility

Once per turn, at any time during this Elf's turn, he may move one square for free.

  • Fae Mastery

The elf can use TWO Fae Magic tricks per turn instead of one.

  • Jig of Evasion

Fae Magic. This battle round, the Sword Dancer cannot be hit more than once in melee. Any successful hit after the first automatically misses.

  • Pavaise of Execution

Fae Magic. For this turn, the Sword Dancer's melee attack is replaced with "roll 6+ to deal 6 damage".

  • Satyr's Cavort

Fae Magic. This turn, if the Sword Dancer makes a melee attack, then after the attack he swaps positions with his target. The target and the Sword Dancer are then turned to face each other.

  • Shadow Step

Fae Magic. This battle round, the Sword Dancer can move through squares occupied by enemy and allied gladiators, so long as he ends his movement on an empty square.

  • Will to Live

This Gladiator receives a +1 bonus to the dice roll on Survival checks.