Thursday, April 12, 2018

The Dragon Tablets: Iteration Two – Arcane Warrior

Magic is in your blood. Some might say that it is your blood, as magic suffuses everything you are. Scholars may debate why you, and not they, have been so gifted, but you let your actions speak for you. You are literally a graceful whirlwind of sword and sorcery. Some may envy your power and the ease with which it was granted you, but you know the true cost of the spectacular.

Attributes: ST 11 [10]; DX 14 [80]; IQ 13 [60]; HT 11 [10].
Secondary Characteristics: Damage 1d-1/1d+1; BL 24 lbs.; HP 11 [0]; Will 13 [0]; Per 13 [0]; FP 11 [0]; Basic Speed 6.25 [0]; Basic Move 6 [0].
Advantages: Combat Reflexes [15]; Luck [15]; Sorcerous Empowerment 5 [60]; Sorcery Talent 3 [30]; an Weapon Bond (Any starting weapon) [1]. * One 15-point Motivational Lens. * 25 points in Sorcery spells; put leftovers into other advantages. • Another 50 points chosen from among ST +1 to +6 [10/level], DX +1 to +3 [20/level], IQ +1 to +3 [20/level], HT +1 to +6 [10/level], Basic Speed +1 or +2 [20 or 40], Basic Move +1 to +3 [5/level], Per +1 to +5 [5/level], Will +1 to +5 [5/level], Alcohol Tolerance [1], Ambidexterity [5], Appearance (Attractive, Handsome, or Very Handsome) [4, 12, or 16], Autotrance [1], Catfall [10], Charisma [5/level], Danger Sense [15], Daredevil [15], Eidetic Memory [5] or Photographic Memory [10], Empathy [15], Enhanced Dodge 1 [15], Enhanced Parry 2 or 3 (Weapon of choice) [5 or 10], Extra Attack 1 [25], Gizmos 1 or 2 [5 or 10], Intuition [15]; Language Talent [10], Languages (any) [2-6/language], Mind Shield [4/level], No Hangover [1], Perfect Balance [15], Rapier Wit [5], Serendipity [15/level], Signature Gear [Varies], Sorcery Talent 4-6 [10/level], Spirit Empathy [10], Striking ST 1 or 2 [5 or 10], Voice [10], Wealth (Comfortable or Wealthy) [10 or 20], or replace Luck [15] with Extraordinary Luck [30] for 15 points or with Ridiculous Luck [60] for 45 points.
Disadvantages: -20 points chosen from among Alcoholism [-15], Chronic Depression [-15*], Code of Honor (Fight Fair!, Hippocratic Oath, Law-Abiding, Stay Bought) [-5], (Gentleman’s or Soldier’s) [-10], or (Chivalry) [-15], Compulsive Behavior [-5* to -15*], Fanaticism (Employer, nation, or service) [-15], Obsession [-5 to -10], Odious Personal Habit [-5 to -15], Overconfidence [-5*], Sense of Duty [-5 to -10], Vows [-5 to -15], or Weirdness Magnet [-15]. * Another -30 points chosen from among those traits or Addiction [varies], Appearance (Unattractive or Ugly) [-4 or -8], Bad Temper [-10*], Bloodlust [-10*], Bully [-10], Callous [-5], Charitable [-15*], Chummy [-5] or Gregarious [-10], Curious [-5*], Delusion (any) [-5], Disturbing Voice [-10], Greed [-15*], Intolerance (any large group) [-5], Jealousy [-10], Lecherousness [-15*], Loner [-5*], Missing Digit [-2 to -5], Nightmares [-5*], Selfless [-5*], Stubbornness [-5], or Workaholic [-5].
Primary Skills: Acrobatics (H) DX [4]-14; Cloak (A) DX [2]-14; Fast-Draw (Sword) (E) DX+1 [1]-15†; Hidden Lore (any magical) (A) IQ [2]-13; Jumping (E) DX [1]-14; * One of Broadsword, Rapier, Saber, Shortsword, or Smallsword all (A) DX+3 [12]-17; * 4 points spent on Innate Attacks
Secondary Skills: Alchemy (VH) IQ-1 [4]-11; Brawling (E) DX [1]-15; Carousing (E) HT+1 [2]-12; Climbing (A) DX-1 [1]-13; Crossbow (E) DX [1]-14; First Aid (E) IQ [1]-13; Forced Entry (E) DX [1]-14; Gesture (E) IQ [1]-13; Hiking (A) HT+1 [4]-12; Holdout (A) IQ-1 [1]-12; Stealth (A) DX-1 [1]-13; Thaumatology (VH) IQ-1 [4]-11; Throwing (A) DX [2]-14; Wrestling (A) DX-1 [1]-13; * One of Diplomacy (H) IQ-1 [2]-12; Fast-Talk (A) IQ [2]-14; or Interrogation (A) IQ [2]-14; * One of Riding (A) DX-1 [1]-13 or Teamster (A) IQ-1 [1]-12; * One of Observation (A) Per-1 [1]-12; Scrounging (E) Per [1]-13; or Search (A) Per-1 [1]-12; * One of Savoir-Faire (any) (E) IQ [1]-13 or Streetwise (A) IQ-1 [1]-12; * 16 points spent on Monster Knowledge
Background Skills: Autohypnosis (H) Will-2 [1]-11; Meditation (H) Will-2 [1]-11; * Pick five of Connoisseur (any) (A) IQ-1 [1]-12; Current Affair (any region) (E) IQ [1]-13; Escape (H) DX-2 [1]-13; Gambling (A) IQ-1 [1]-12; Hazardous Material (Magical) (A) IQ-1 [1]-12; Intimidation (A) Will-1 [1]-12; Knot-Tying (E) DX [1]-15; Lockpicking (A) IQ-1 [1]-12; Running (A) HT-1 [1]-10; Swimming (E) HT [1]-13;


* Multiplied for self-control number; see p. B120.
† Includes +1 for Combat Reflexes.

No comments:

Post a Comment

Twin Mirror Gameplay Walkthrough Part 7 - The End [PC ULTRA 60FPS]

Part 7 of my #TwinMirror Blind Let's Play. The final episode of the series.