Morturi: Elves

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

Moonspear

"You call me inconsistent, changeable, unpredictable and strange. I take your words as a compliment."
- Sulenia, the Spear of Medea

  • Class: Medium
  • Move: 5
  • Attack: Double-heaed spear - Roll 4+ to deal 4 damage.
  • Life Points: 6

Moonspear Special Rules

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

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

Moonspear Tricks

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

  • Changing Moon Mastery

Fae Magic. The Moonspear 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.

  • Combat Control

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

  • Cunning of the New Moon

Fae Magic. The Moonspear can spend a movement point to make a melee attack immediately. However, if he does so he loses his normal melee attack for the turn. (In effect, he is paying a movement point to make his standard attack during the movement phase rather than after the movement phase).

  • Eclipse Defence Pattern

Fae Magic Till the start of the Moonspear's next turn, any attack roll against the Moonspear that rolls "3" or less automatically misses. Also, while this magic is active, the Moonspear can turn-to-face as a reaction even if there is an enemy in his front square.

  • Fae Mastery

The elf can use TWO Fae Magic tricks per turn instead of one. However, he cannot use the same trick twice in the same turn.

  • Fury of the Full Moon

Fae Magic. The Moonspear pushes the enemy back one square whenever he makes an attack against that enemy, and then moves into the square the enemy has just vacated. Also, while using this magic, the Moonspear deals +1 damage.

  • Will to Live

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

Seeker

"I seek without trying. The arrow knows the way."
- Urres of Heartswood

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

Seeker Special Rules

Elvish Archery - At the start of his turn the Seeker 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 4 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.

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

Seeker

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 Seeker 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. However, he cannot use the same trick twice in the same turn.

  • Ghost arrow

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

  • Starfire arrow

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

  • Windrider arrow

Fae Magic. The range of the Seeker's Archery attack doubles to 8 squares for this turn only.

  • Will to Live

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

Spellshield

"The Spear is chaning autumn, the Dancer is the joy of summer and the Seeker is the soul of springtime. I am the Shield, the one that has ice at its heart. I am death, I am ending, I am Winter."
- Aenaria Wintershield

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

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.

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

Spellshield Tricks

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

  • Cold Flame

Fae Magic. Once this turn, the gladiator may spend 2 movement points to make this attack against an adjacent enemy. This is in addition to his normal attacks this round. This attack hits on a 5+ to deal 2 damage. This attack ignores damage reduction from toughness and armour bonuses.

  • Endurance of Ice

Fae Magic. The Spellshield reduces damage received from each attack by 1 till the start of his next turn. This is a Toughness effect.

  • Fae Mastery

The elf can use TWO Fae Magic tricks per turn instead of one. However, he cannot use the same trick twice in the same turn.

  • Icicle Strike

Fae Magic. Once this turn, the gladiator may spend 2 movement points to make this attack. This is in addition to his normal attacks this round. This is a ranged attack hits that on a 5+ to deal 5 damage, and has a range of 3 squares. It may not be used against adjacent enemies.

  • Perfect Stillness

Fae Magic. If at the end of his turn the Spellshield did not spend any movement points and did not make any attacks, then he regains 2 Life Points.

  • 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.

  • 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.

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

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. However, he cannot use the same trick twice in the same turn.

  • 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.