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The World of Edean


Enforcer84

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Edean: The Elements

 

In Consol RPG's the traditional 4 elements are almost always included. However, they are also merely 4 of the elements. On Edean, there are 9 elements:

 

Air: The Breath of life, speed, flight, the Hurricane's Fury.

Cold: Chilling, beautiful.

Darknes: Also known as Unholy. Fearsome & Silent.

Earth: Sturdy, eternal, Yet can act with tremendous strength and fury.

Fire: The spark of creativity, the destroyer, beauty, danger.

Light: Also Known as Holy. Light is life, glory, peace.

Thunder: The crash of Thunder, the harbinger if Lightning. .

Water: The life giver, but can react violently.

Wood: Sturdy, life giving, strong

 

 

The Elements are broken up into Healing, Attacking, Defending, and Moving catagories.

 

Healing Elements:

Air

Light

Wood

Water

 

Attacking Elements:

Air: Strong Winds, Tornadoes

Cold: Ice Attacks, Cold Beams

Darknes: Status Effects, Life Drain

Earth: Physical Attacks

Fire: Flame Attacks

Light: Positive Energy attacks

Thunder: Electrical Attacks

Water: Drowning or physical "Wave" attacks

Wood: Physical Attacks

 

Defenending Elements:

Darkness

Earth

Wood

 

Movement Elements:

Air

Darkness

Fire

Light

Water

 

Elements also compliment and contradict eachother.

When in opposition:

 

Air > Cold > Earth > Thunder > Water > Fire > Wood > Air

 

Light And Darkness cancel eachother out. Attacks of the Ligh (Holy) SFX do more damage to Darkness (Unholy) creatures and vise versa.

 

Compliments: Combining complimentary elements increases or alters abilities, spells, and powers with elemental sfx.

 

Air

Compliments: Cold, Fire, Light, Thunder, Water

Aids damage, movement, and area effects

 

Cold

Compliments: Air, Darkness, Light, Thunder, Water

Killing damage, Status effects, entangles

 

Darkness

Compliments: Cold, Fire, Thunder, Water

Status Effects, Aids Damage

 

Earth

Compliments: Fire, Light, Water, Wood

Aids Defense, Cure Status, Enhance STR and CON

 

Fire

Compliments: Air, Darkness, Earth, Light, Thunder

Aids Damage, Enhance PRE & INT

 

Light

Compliments: Air, Cold, Earth, Fire, Water, Wood

Aids Damage, Aids Healing, Cure Status, Enhance Any CHA, Aids Movement

 

Thunder

Compliments: Air, Fire, Light, Water

Aids Damage, Status Effects, Enhance STR, DEX, SPD

 

Water

Compliments: Air, Cold, Darkness, Earth, Light, Thunder, Wood

Aids Healing, Cure Status, Enhance CON, Life Support

 

For the most part this is conceptual dealings only. But spells can be created with this in mind. Complimentary Elements might have similar spells or abilities

the Contradictions can be treated as SFX flavour only or as a 0pt spell mechanic.

 

By this weekend I hope to throw together a nine Elemental Package Deals for Edean creatures to be used as "Templates", Subtypes, or whathaveyou.

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A bit of Crunch in the Edean Fluff.

 

Wonder Materials! You know them, they are the special metals, the fictional flora, Mitrhil, Adamantium, Superlfuum!

 

In the world of Edean, the usual suspects exist but there are some unique (at least I hope they're unique) materials.

 

Mithril: This rare metal is light and sturdy. Items made of mithril are 50%-500% more expensive than items made of steel. However, they stronger and lighter, the DEF of Mithril Armor is not effected but any armor made of mithril weights 50% less than it's steel counterpart. Mithril items are also rust/corrosive resistant. They are treated has durable(+0 Advantage); their defense is doubled vs acid attacks (against the armor, not the wearer), and they are treated as having Power Defense equal to their DEF vs acids, rust, and corrosive effects (this again benefits the armor, not the wearer). Mithril takes well to enchantments and is quite rare.

 

Adamantium: Even rarer is the gold colored Adamantium. Adamantium is stronger than steel but a bit heavier than Mithril. Adamantium weapons and armor are very expensive +100%-1000% in cost. Armors made with Adamantium have a 50% higher DEF than their steel counterparts, weigh 10% less, and are considered durable. Adamantium is also as resiliant as Mithril above, so it has the DEF and Power Defense properties described above. Weapons made with Adamantium enjoy a +2DC bonus. (so a shortsword would be 1.5d6 rather than 1d6 damage) (alternately if you use the Piercing advantage, Adamantium weapons should be considered to have 3 pts of Piercing (ignoring the first 3pts of resistant defenses they face).

 

Millennium Wood: weapons, armor, and shields made from the wood of these ancient, gigantic, quasi sentient trees holds many special qualities. Lighter than steel and almost as strong, they are more flexible and do considerably more damage to undead than regular wood or steel. Only the Yggridsill seem to have a steady supply of the material and they generally don't sell it. However it can occasionally be found. Millennium Wood items are generally thousands of times more expensive than a standard wood item.

Like Mithral they are 50% lighter but just as strong.

They also take well to enchantment.

They are non metallic.

They do increased damage to undead (+3DC); and they also enhance healing performed by or on weilders (they have to be held or worn at the time, the bonus doesn't stack) Add +2d6 simple healing when used as a focus or if worn by the person being healed.

 

Celestium: A rare metal that was only discovered after the coming of the Althonic pantheon. Celestium is a white metal that when forged become a gleaming pale blue white. Strong and magic ready, it is considered some fo the finest material to work with by smiths and runesmiths. Items created with Celestium are 60% lighter, 10% stronger, and twice as resistant as mithril and adamantium (double the DEF and PowDef), they are inherantly durable. Celestium is aligned with the forces of light and good. Evil beings that touch items made of celestium take 1pip of killing damage per segment they hold it. Celestium weapons do x2 Damage to Demonic/Fiendish beings. They do +2DC damage to Evil beings of any other race.

 

Infernite: Also discovered after the Althonic pantheon arose, Infernite is dull black when found however, when worked it becomes a glossy black with deep red highlights, creating hauntingly beautiful pieces. The opposite number of celestium, Infrunite items are evilly aligned and do double damge to Angelic/Celestial beings and +3DC to good aligned beings of other races. Not as light as it's counterpart it is deadlier and stronger, +50% DEF, Give it 5 Piercieng Points or +3 DC's damge, good aligned cretures take 1/2d6k from touching the weapons.

 

Chrysm: A brilliant, crystaline ore that can be worked into arms and armor. Chrysm is elemental in nature and carries high amounts of energy: It is light and sturdy, non metallic, and holds energy. Items made with it are 25% lighter. They have also add 10 Edn and 1 Rec per point of body in the item to Mana Pools, double if you are an elementalist and you have the appropriate Chrysm. Chrysm aslo affects along the elemental chart; doing +2DC to the element that is weak against it. (Be that creatures of that elemental nature or items made from the chrysm of that element)

Chrysm appears as a brightly polished, stone seemingly glowing with an internal light. The colors correspond to thier respective elements

 

Dark Blue: Thunder

Royal Blue: Water

Deep Sky Blue: Air

Dark Green: Wood

Red: Fire

Yellow: Light

Black: Dark

Pale Blue: Cold

Brown: Earth

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Re: The World of Edean

 

Special Abilties time!

 

Some job classes in the jrpg's have "traditional" abilities. I'm going to try to emulate those with HERO rules. Though I won't be averse to help from the audience.

 

Some I am looking at:

 

 

Steal: This ability allows a roguish character to extract funds from his foes when he attacks them. Used in combat, takes gold in lieu of doing damage.

This is easy, it's a slight of hand vs PER roll.

However, the advanced version, Mug also causes damage. This is also used in combat.

I was thinking a triggered attack along with the slight of hand; perhaps the trigger being the successful Slight of Hand v PER attempt.

Item Break/Offense/Defense Down: This ability lowers the target's attacks or defense.

It could be as simple as a bonus to attack their items (armor, weapons, etc) but that breaks gear that you could potentially loot and some gear is tougher than that) perhaps a Drain on DEF and DC's from the items?

 

Status Attacks: Very popular in jrpg games. In addition to damage, you affect your opponents with a status (Poison, Blindness, Paralysis, etc).

These are the easiest, it's simply a triggered attack based on successfully striking your foe with your standard attack.

 

...will think of more.

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Re: The World of EdeanAnother Monster. This is an example of an Earth Dragon, one of the nice species of dragons existing in Edean. Earth Dragon (Mature)Val Char Cost Roll Notes70 STR 30 23- Lift 409.6tons; 14d6 [7]23 DEX 39 14- OCV: 8/DCV: 830 CON 40 15-28 BODY 36 15-18 INT 8 13- PER Roll 15-18 EGO 16 13- ECV: 630 PRE 20 15- PRE Attack: 6d616 COM 3 12-24/36 PD 0 Total: 24/36 PD (24 rPD)16/31 ED 0 Total: 16/31 ED (24 rED)4 SPD 7 Phases: 3, 6, 9, 1222 REC 460 END 080 STUN 2 Total Characteristic Cost: 205Movement: Running: 14"/56" Leaping: 14"/28" Swimming: 2"/4" Tunneling: 6"/12"Cost Powers END47 Draconic Weapons: Multipower, 47-point reserve5m 1) Bite: HKA 1 1/2d6 (3d6+1 w/STR) (25 Active Points) 22m 2) Tail Bash: Hand-To-Hand Attack +3d6 (15 Active Points); Hand-To-Hand Attack (-1/2) 14m 3) Talons: HKA 1d6 (2d6 w/STR), Armor Piercing (+1/2) (22 Active Points) 290 Dragon Powers: Multipower, 90-point reserve5u 1) Acid Cloud: Killing Attack - Ranged 1d6, Area Of Effect (One Hex; +1/2), Penetrating (+1/2), Uncontrolled (+1/2), Continuous (+1) (52 Active Points) 53u 2) Exhale Acid Cloud: Killing Attack - Ranged 1d6, Personal Immunity (+1/4), Area Of Effect (One Hex; +1/2), Penetrating (+1/2), Uncontrolled (+1/2), Continuous (+1) (56 Active Points); No Range (-1/2), Extra Time (Delayed Phase, -1/4) 66u 3) Hypnotic Gaze: Mind Control 12d6, Reduced Endurance (0 END; +1/2) (90 Active Points); Eye Contact Required (-1/2)10 Dragon's Eyes: (Total: 10 Active Cost, 10 Real Cost) Infrared Perception (Sight Group) (Real Cost: 5) plus Ultraviolet Perception (Sight Group) (Real Cost: 5)5 Dragon's Nose: Tracking with Normal Smell6 Dragon's Senses: +2 PER with All Sense Groups19 Hoardsense: Detect Hoard 15- (Unusual Group), Discriminatory, Analyze, Sense60 Magic Spells And Powers: VPP (Magic Pool), 40 base + 20 control cost, (60 Active Points)52 Passage Of Earth: Tunneling 6" through 10 DEF material, Fill In Hole 521 Powerful Legs: Running +8" (14" total), x4 Noncombat 217 Reach: Stretching 4", Reduced Endurance (0 END; +1/2) (30 Active Points); Always Direct (-1/4), No Noncombat Stretching (-1/4), No Velocity Damage (-1/4)5 Stonesight: N-Ray Perception (Sight Group) (cannot perceive through organic matter) (Sight Group) (10 Active Points); Only To See Through Earth And Stone (-1)30 Strength Of The Earth: +30 STR 36 Tail: Extra Limbs , Inherent (+1/4) (6 Active Points) Draconic Toughness30 1) Body Of Earth: Armor (10 PD/10 ED)12 2) Durable: +12 PD, Does Not Protect Hit Location 18 (+0)15 3) Durable: +15 ED, Does Not Protect Hit Location 18 (+0)18 4) Heavy: Knockback Resistance -9"8 5) Magical Beast: Power Defense (8 points)10 6) Protection From Acids: Energy Damage Reduction, Resistant, +25% (50% total) (15 Active Points); Only Works Against Acids/Corrosives (-1/2)14 7) Scaly Skin: Damage Resistance (14 PD/14 ED), Does Not Protect Hit Location 18 (+0)10 8) Strong Mind: Mental Defense (14 points total)30 9) Tough Body: (Total: 30 Active Cost, 30 Real Cost) Physical Damage Reduction, Resistant, 25% (Real Cost: 15) plus Energy Damage Reduction, Resistant, 25% (Real Cost: 15)\tabRed In Tooth And Claw Maneuver OCV DCV Notes0 Used with Natural Weapons Group: Default Element4 Avoid Harm -- +5 Dodge, Affects All Attacks, Abort3 Holding Bite +0 -1 Grab One Limb, +10 STR5 Pounce -2 +1 18d6 Strike4 Smash/Claw Slash +0 +2 16d6 Strike3 Trip +2 -1 15d6 Strike, Target FallsPerks5 Hoard: Money: Well OffTalents3 Lightsleep3 Lightning Reflexes: +2 DEX to act first with All ActionsSkills10 +1 Overall4 +2 Acid Breath16 +2 with All Combat3 Breakfall 14-3 Concealment 13-3 Persuasion 15-3 Scholar2 1) KS: Arcane & Occult Lore (3 Active Points) 13-4 2) KS: Dragon Lore (5 Active Points) 15-5 3) KS: Earth Magic (6 Active Points) 16-2 4) KS: History (3 Active Points) 13-2 5) KS: Summoning Magic (3 Active Points) 13-3 Stealth 14-3 Survival (choose appropriate environment) 13-3 Tracking 13-Total Powers & Skill Cost: 636Total Cost: 84175+ Disadvantages10 Physical Limitation: Huge, up to eight times human size (16m, or 4.1-8"; -6 DCV, +6 to PER Rolls to perceive) Frequently, Slightly Impairing10 Physical Limitation: Limited Manipulation Frequently, Slightly Impairing20 Psychological Limitation: Overconfidence Very Common, Strong15 Psychological Limitation: Greedy; Loves Gold And Treasure Common, Strong15 Psychological Limitation: Stubborn Common, Strong20 Reputation: terrifyingly powerful evil creature, Almost Always (14-), Extreme676 Experience PointsTotal Disadvantage Points: 841Background/History: Found in rocky mountains as often as sandy deserts, the Great Earth Dragons of Edean are powerful, majestic beasts who tend to live as sovereigns over thier terrirtory, and they bruck no disrespect from their "citizens".

Personality/Motivation: Proud and fierce, Earth Dragons are also patient and calculating. They are stubborn but loyal to their friends and allies. They have an inately solitary nature and though they mate for life and are incredibly loyal, even mated pairs often have seperate lairs or at least separate dens inside thier lairs. Young Earth Dragons display an early independance and seek to find their own way as soon as possible. Of all the dragons of Edean the Earth Dragon has the coolest attitudes towards the Draconic Empire, and while individual dragons may be more or less loyal, may or may not be used as mounts for the Clan Onyx; the majority avoid the matters of the "young races" and the politics among their own kind with equal apathy.

However, once annoyed, angered, or aroused to a cause, they are tireless warriors. Quote: "I'm feeling bored. Perhaps a nap?"Powers/Tactics: The Earth Dragon, since it lacks the ability to strike from the sky, tends to stalk it's prey like a giant tiger or lion. They are agile, and for Dragons, phenomenal leapers. They are strong and tough and have been known to pull crazy, reckless stunts in combat (jumping from steep cliffs, bursting forth from the earth below, etc). Campaign Use: Monster to fight, ally to be won. Appearance: The Great Earth Dragons of Edean appear as large scaled beasts who's features resemble both canines and lions. The are intelligent, and powerful. Their scales range from earth tones to metallics (gold, bronze, brass, etc.)They have manes of dark hair near their heads but are otherwise hairless. They lack the wings that many of the other dragons of Edean posses and cannot fly under natural means (though they may know spells that allow flight).

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Re: The World of Edean

 

Thanks! Heres another Advanced Class I am working on!

 

Luric Hagen

Val Char Cost Roll Notes

16 STR 6 12- Lift 229.7kg; 3d6 [2]

20 DEX 30 13- OCV: 7/DCV: 7

18 CON 16 13-

12 BODY 4 11-

15 INT 5 12- PER Roll 12-

13 EGO 6 12- ECV: 4

20 PRE 10 13- PRE Attack: 4d6

15 COM 3 12-

 

6/19 PD 3 Total: 6/19 PD (0/13 rPD)

5/15 ED 1 Total: 5/15 ED (0/10 rED)

4 SPD 10 Phases: 3, 6, 9, 12

8 REC 2

36 END 0

29 STUN 0 Total Characteristic Cost: 100

 

Movement:

Running: 7"/14"

Leaping: 9"/21"/36"/84"

Swimming: 2"/4"

 

 

Cos Powers END

23 Combat Mobility: (Total: 31 Active Cost, 23 Real Cost) Leaping 4" (4 Active Points); Only to Determine half moves (-1) (Real Cost: 2) plus Running 6" (12 Active Points); Only to Determine half moves (-1) (Real Cost: 6) plus combat acceleration/deceleration (+1/4) (3 Active Points) applied to Running (Real Cost: 3) plus Leaping +4" (9"/21" forward, 4 1/2"/10 1/2" upward) (Accurate), combat acceleration/deceleration (+1/4) (12 Active Points) (Real Cost: 12) 4

6 Ha-ha! A mere Scratch!: Combat Luck (3 PD/3 ED)

10 Swashbuckler's Luck: Luck 2d6

 

Spear Saint Superskills, all slots Requires A Spear Miracles Skill Roll (-1/2)

8 1) Armor Shredding Strike: Dispel PD Armor 4d6, Cumulative (+1/2), Increased Cumulative Points (74 Max points of dispel) (+1/2) (24 Active Points); Extra Time (Full Phase, -1/2), OIF (Spear or Polearm of opporotunity; -1/2), No Range (-1/2), Requires A Spear Miracles Skill Roll (-1/2) 2

Notes: This is the ability to not only harm one's enemy with your strikes but also to damage his armor. Alternately this could be bought as a Killing Attack that only affects the Armor.

11 2) Cyclone Strike: Area Of Effect (up to One Hex; +1/2), Selective (+1/4) for up to 30 Active Points of Spear Damage (22 Active Points); OIF (Spear or Polearm of opporotunity; -1/2), Requires A Spear Miracles Skill Roll (-1/2) 2

Notes: The Spear Saint spins around and attacks each enemy within his reach.

24 3) Divine Whirlwind: RKA 2d6, Area Of Effect (7" Cone; +1) (60 Active Points); No Range (-1/2), OIF (Spear or Polearm of opportunity; -1/2), Requires A Spear Miracles Skill Roll (-1/2) 6

Notes: The Spear Saint spins his weapon in front of him creating a cone shaped whirl wind that attacks all in it's path.

20 4) Dragon Spike: RKA 2d6, Area Of Effect (12" Line; +1) (60 Active Points); OIF (Spear or Polearm of opportunity; -1/2), Additional Targets must be directly behind the first target (-1/2), No Range (-1/2), Requires A Spear Miracles Skill Roll (-1/2) 6

Notes: The Spear Saint throws his weapon with such force that it impales it's target and keeps going to the next. It effects targets in a line.

32 5) Heaven's Arsenal: RKA 1 1/2d6, Indirect (Same origin, always fired away from attacker; From the Sky; +1/4), Reduced Endurance (0 END; +1/2), Area Of Effect (8" Radius; +1 1/4), Selective (+1/4) (81 Active Points); OIF (Spear or Polearm of Opporotunity; -1/2), Extra Time (Full Phase, -1/2), Requires A Spear Miracles Skill Roll (-1/2)

Notes: This is a most potent ability. The Spear Saint throws his weapon into the air and the heaven's respond with hundreds of spears that attack his enemies (and only his enemies).

3 6) Supreme Reach: Stretching 2" (10 Active Points); OIF (Spear or Polearm of opporotunity; -1/2), Only To Cause Damage (-1/2), Requires A Spear Miracles Skill Roll (-1/2), Always Direct (-1/4), no Noncombat Stretching (-1/4), No Velocity Damage (-1/4) 1

Notes: The Warrior knows how to contort their body and make the most of their weapon's length.

7 7) Vaulting: Leaping +12" (9"/21" forward, 4 1/2"/10 1/2" upward) (Accurate, x4 Noncombat) (22 Active Points); OIF (Spear or Polearm of opporotunity; -1/2), Requires a Half-Move to start (-1/2), Extra Time (Full Phase, -1/2), Requires A Spear Miracles Skill Roll (-1/2) 2

Notes: The warrior uses his pole-weapon as a vaulting pole this maneuver requires a half move to set up and take an entire phase (ie no attack this phase)

Spear Saint Style

Maneuver OCV DCV Notes

4 Atemi Strike -1 +1 2d6 NND

4 Bind +1 +0 Bind, 26 STR

4 Block +2 +2 Block, Abort

4 Disarm -1 +1 Disarm; 26 STR to Disarm roll

5 Jab +1 +3 Weapon Strike

3 Legsweep +2 -1 Weapon +1 DC Strike, Target Falls

4 Shove +0 +0 31 STR to Shove

5 Smash -2 +1 Weapon +4 DC Strike

4 Strike +0 +2 Weapon +2 DC Strike

0 Weapon Element: Polearms and Spears

Perks

2 Reputation: Spear Saint (A medium-sized group) 11-, +2/+2d6

1 Minor Holdings in the Principalities of Parn: Money: Well Off

Talents

6 Mobile Fighter: Combat Luck (3 PD/3 ED)

2 Mountain Climber: Environmental Movement (no penalties on steep uneven surfaces)

Skills

8 +1 with All Combat

10 +2 with HTH Combat

8 +4 with Spears

10 Keen Eye:**Penalty Skill Levels: +5 vs. Hit Location modifiers with Spears or Polearms

3 Acrobatics 13-

3 Analyze: Agility Skills 12-

3 Analyze: Combat 12-

3 Analyze: Style 12-

3 Breakfall 13-

3 Climbing 13-

3 Contortionist 13-

2 CuK: Sword Saints 11-

3 Defense Maneuver I

3 Fast Draw 13-

3 High Society 13-

2 KS: Advanced Spear Techniques 11-

2 KS: Heraldry 11-

2 KS: Legends And Lore 11-

3 Riding 13-

11 Spear Miracles 17-

3 Stealth 13-

3 Tactics 12-

4 WF: Common Melee Weapons, Common Missile Weapons

 

Total Powers & Skill Cost: 291

Total Cost: 390

 

150+ Disadvantages

10 Distinctive Features: Style Limitation (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)

15 Hunted: Captain Lors Weichart; Republic of Gondollar 11- (As Pow, NCI, Limited Geographical Area, Harshly Punish)

15 Hunted: Prince Avan of Parn 11- (Mo Pow, NCI, Watching)

10 Hunted: Rival Saint 8- (As Pow, Harshly Punish)

10 Psychological Limitation: Keeps his word of Honor (Uncommon, Strong)

15 Psychological Limitation: Overconfident (Very Common, Moderate)

10 Psychological Limitation: Sucker for a pretty face or a sad story (Common, Moderate)

10 Reputation: Knight Errant, 11-

5 Unluck: 1d6

140 Experience Points

 

Total Disadvantage Points: 390

 

Cost Weight Equipment END

Zinney 26 1.80kg Military Fork: (Total: 44 Active Cost, 8 Real Cost) Killing Attack - Hand-To-Hand 1 1/2d6, Can perform Set Vs Charge maneuver (+0), Reduced Endurance (0 END; +1/2) (37 Active Points); Independent (-2), OAF (-1), Required Hands Two-Handed (-1/2), STR Minimum (-1/2), Real Weapon (-1/4), Reduced Penetration (-1/4) (Real Cost: 7) plus Stretching 1", Reduced Endurance (0 END; +1/2) (7 Active Points); Independent (-2), OAF (-1), Only To Cause Damage (-1/2), Always Direct (-1/4), No Velocity Damage (-1/4), no Noncombat Stretching (-1/4) (Real Cost: 1)[Notes: Body 5, Def 3, Length L]

Zinney 200 28.00kg Barred Mail Armor: Armor (7 PD/4 ED) (17 Active Points); Independent (-2), Mass (Normal; -1), OIF (-1/2), Real Armor (-1/4)

 

Total Cost: Zinney 226 Total Gear Weight: 29.80 kg Total Gear Carried: 29.80 kg

 

Encumbrance (Total Weight Carried)

STR 16

0-10% - 23 No Encumbrance penalty

11-24% - 55 -1 DCV/DEX Rolls

25-49% - 113 -2 DCV/DEX Rolls, -1" movement, 1 END per Turn

50-74% - 170 -3 DCV/DEX Rolls, -2" movement, 2 END per Turn

75-89% - 204 -4 DCV/DEX Rolls, -4" movement, 3 END per Turn

90-100% - 230 -5 DCV/DEX Rolls, -8" movement, 4 END per Turn

Greater than 100%: Character cannot move or take other actions

 

Background/History: An example Spear Saint. Luric is getting on in years, but his is far from fading as a warrior. He hails from the Principalities of Parn in the East.

 

Personality/Motivation: Jovial, confident, and a sucker for a sad tale. He is a skirt chaser and drinker extrordinare. He will almost always take the side of the underdog or the lovely lady in distress.

 

Quote:"I don't think you want to do that, lad"

 

Powers/Tactics: A supremely skilled fighter particularly with his Military Fork. He has the superhumain Spear Saint Miracles to draw on.

 

Campaign Use: Example of Spear Saint Advanced "Class"

 

Appearance: Tall, tan, dark hair. The Principalities have a slightly tropical orient flavor to them. He wears rich clothing and weilds a military fork as his primary weapon.

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Re: The World of Edean

 

Yeah, these guys are Final Fantasy's "Dragoons" Class. Spear men who jump about.

The Combat Mobility power means that in addition to being able to go from standstill to full speed, they can also basically run their entire movement as a "Half-move" They can also make some serious leaps.

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