Hey guys, we have a new test incoming.
Rules in Place:
- Degrees of success to hit adding to damage caused. (To help try and balance casters with non-casters)
- Reduced Soulfire and Cantrips. (Soulfire has been reduced by an order of magnitude to assist with book-keeping. Any spell cast with only a single d10 no longer costs Soulfire to cast, making it a Cantrip)
- Speed. (We finally have a defined measure of speed, based off Agility and race. The race determines your starting speed, which is how far you can sprint in a single half action, which is approximately 5 seconds. Your Agility bonus adds a single yard to this amount)
You'll be pleased to note Clockwork, that I have implemented caps on physical stats. The punishing caps are mainly 50. (From memory, Leathe are held to 50 on Strength and Toughness but can go to 100 on Agility. Feartarbh are exactly the opposite. Most other races are held to 70 across the board)
The Combatants:
TEAM 1
Stats
Combat Skill: 35
Ballistic Skill: 27
Strength: 30
Toughness: 28
Dexterity: 28
Agility: 33
Initiative: 5
Health: 12/12
Charisma: 20
Perception: 20
Intelligence: 29
Willpower: 29
Magic: 2
Soulfire: 4
Luck: 6/6
Skills
Animal Care
Dodge Blow +10
Intimidation
Riding +10
Survival
Channeling
Common Knowledge (Arcane Magic)
Arcane Magic (Battlecasting)
Talents & Traits
Nomadic Lifestyle: +5 to Riding Checks
Horseman: +10 to Animal Care and +5 to Animal Training if the animal in question is a horse.
Hard Life: Gain +1 Health.
Sturdy: Re-roll a single Strength or Toughness Check per day.
Arcane Ward: May expend a single point of Soulfire to nullify a magical effect.
Experienced Warrior: +10 to Parry.
Bound Mastery: +1 Damage per Magic Level with conjured weapons.
Warrior's Cunning: -10 to Parry the Binder's attacks.
Equipment
Weapons:
Longknife (Damage 2, No Parry, Concealable, -10 To Hit if not Sneak Attacking, Quick Draw.)
Armour:
Steel-Plate Cuirass (Torso, AV5)
Steel Vambraces (Arms, AV4)
Steel Greaves (Legs, AV4)
Magic
Conjure Sabre (CV:5+) Conjures a weapon with the following properties and lasts until dismissed or dropped: (Damage 3, Critical Chance +5)
Shadow Fields (CV:10+) Any damage inflicted on the caster is reduced by D5 after normal damage negation. If the damage was caused in close combat, the amount negated is reflected back to whoever dealt it, ignoring armour. Duration: 1 minute per caster's Magic Level.
Arcane Disruption (CV: 14+, 3 Rounds) All spells, whether from allies or enemies, require 1 extra Soulfire or 1 extra Power Level to cast if the caster is within 20 yards of the Binder. Duration: 1 minute per caster's Magic Level.
Stats
Combat Skill: 35
Ballistic Skill: 22
Strength: 31
Toughness: 32
Dexterity: 25
Agility: 31
Initiative: 4
Health: 13/13
Charisma: 26
Perception: 24
Intelligence: 26
Willpower: 29
Magic: 0
Soulfire: 2
Luck: 6/6
Skills
Animal Care
Command
Concealment
Dodge Blow +10
Riding +10
Survival
Talents & Traits
Hard Life: Gain +1 Health.
Sturdy: Re-roll a single Strength or Toughness Check per day.
Experienced Warrior: +10 to Parry.
Master Rider: +10 to Riding Checks.
Spearman: +1 Damage with spears.
Spear Mastery: May make a free Quick Attack before resolving a Charge if using a spear.
Avenger: For every fallen ally, the Guardian gains +10 to Hit in close combat and +10 Strength.
Combat Maneuvers
Spear-Trip: Quick Attack, only used with a Reach weapon. On opposed Strength Check, knock an opponent Prone.
Equipment
Weapons:
Dagger (Damage 2, No Parry, Concealable, -10 To Hit if not Sneak Attacking, Quick Draw)
Hand axe (Damage 3, -5 to Hit)
Longspear (Damage 4, Reach, Armour Piercing, Two Handed)
Armour:
Cuir-Bouille Cuirass (Torso, AV3)
Leather Vambraces (Arms, AV1)
Leather Greaves (Legs, AV1)
Stats
Combat Skill: 28
Ballistic Skill: 27
Strength: 31
Toughness: 30
Dexterity: 23
Agility: 28
Initiative: 3
Health: 14/14
Charisma: 22
Perception: 31
Intelligence: 27
Willpower: 33
Magic: 2
Soulfire: 4
Luck: 6/6
Skills
Concealment
Healing
Silent Move
Survival +10
Wildform (Small)
Wildform (Medium)
Spirit Magic (Seelie Coercion) +10
Common Knowledge (Wilderness)
Talents & Traits
Sixth Sense: In an ambush, always gets to act in the Surprise Round.
Herblore: +10 to Healing.
Wanderer: +10 to Survival.
Eagle's Cry: May communicate with birds.
Wild Casting: May cast spells in Wildform.
Equipment
Weapons:
Silver Knife (Damage 2, No Parry, Concealable, -10 To Hit if not Sneak Attacking, Quick Draw.)
Staff (Damage 2, -5 To Hit, Defensive, Two Handed)
- Eagle feather, horsehair tassle and squirrel-tail (For Wildform)
Shortbow (16/32 Yard Range, Damage 3, Half Action Reload)
- 10 Arrows
Armour:
Long Leather Coat (All, AV1)
Wolf-Pelt Cloak (Back, AV1)
Magic
Entangling Roots (PR:8) Affects all enemies directly in front of the caster in an area 15 yards long and 5 yards wide. Enemies must pass a Strength Check to free themselves or be considered Prone.
Briarheart (PR:6) Provides heavy cover (-20 to Hit) and +1AV on all hit locations to the caster. Requires successful Coercion after taking damage to keep it active. The caster takes double Fire Damage if this spell is active and is hit with a Flaming effect.
Ironwood Skin (PR:6) Provides +2AV on all hit locations. Requires successful Coercion after taking damage to keep it active.
Stats
Combat Skill: 23
Ballistic Skill: 37
Strength: 36
Toughness: 35
Dexterity: 32
Agility: 13
Initiative: 2
Health: 15/15
Charisma: 22
Perception: 16
Intelligence: 37
Willpower: 43
Magic: 0
Soulfire: 2
Luck: 6/6
Skills
Charm +10
Command
Deception +10
Gambling +10
Invention +10
Craft (Metalwork) +10
Craft (Woodwork) +10
Talents & Traits
Stout-Hearted: May re-roll failed Fear Checks.
Hardy : +2 Health.
Savvy: May re-roll a single Intelligence Check once per day.
Innovative: +10 to Invention Checks.
Metal-Worker: +10 to Craft (Metalwork)
Equipment
Weapons:
Dagger (Damage 2, No Parry, Concealable, -10 To Hit if not Sneak Attacking, Quick Draw)
Repeater Crossbow: (20/40 Yard Range, Damage 3, 2 Full Action Reload, Magazine (5 shots per Round)
- 6 Magazines (10 bolts)
- Scope (Ignore long-range modifiers)
- Explosive Bolts (Last bolt in each magazine causes an additional D10 Fire Damage to every target within 12 yards of the target)
Armour:
Long Leather Coat (All, AV1)
Stats
Combat Skill: 28
Ballistic Skill: 25
Strength: 26
Toughness: 28
Dexterity: 45
Agility: 31
Initiative: 5
Health: 11/11
Charisma: 16
Perception: 40
Intelligence: 37
Willpower: 23
Magic: 0
Soulfire: 2
Luck: 6/6
Skills
Climbing +10
Concealment +20
Deception
Dodge Blow +20
Evaluation
Search +10
Silent Move +20
Survival +10
Lockpicking
Common Knowledge (Street Life)
Sleight of Hand
Pickpocket
Craft (Clockwork)
Common Knowledge (Clockwork)
Talents & Traits
Moves Like Quicksilver: +10 to Dodge Checks
Silent Walker: +10 to Silent Move Checks
Lightfingers: +10 to Pickpocket Checks
Knows All The Right Places: +10 to Search Checks
Dunscarth Vision: Night Eye.
Life On The Streets: +5 to Silent Move and Deception Checks
Inventive Mind: Gain Craft (Clockwork) and Common Knowledge (Clockwork)
Coolheaded: Re-roll a single Willpower Check per day.
Equipment
Weapons:
Misericord (Damage 2, No Parry, Concealable, -10 To Hit if not Sneak Attacking, Quick Draw, Armour Piercing)
Fireloque (10/20 Yard Range, Damage 6, Impact, 2 Full Action Reload, Armour Piercing, Concealable)
- Powder and Shot for 6 shots.
Black Cape (Free Parry against a Quick Attack, +10 to Conceal in darkness)
Armour:
Thick Leather Jerkin (Torso, AV1)
Leather Vambraces (Arms, AV1)
Leather Greaves (Legs, AV1)
Misc:
Climbing Hooks (+5 to Climb Checks)
Grappling Hook
Lockpick Kit (+5 to Lockpicking Checks)
TEAM 2
Stats
Combat Skill: 35
Ballistic Skill: 17
Strength: 61
Toughness: 52
Dexterity: 15
Agility: 11
Initiative: 4
Health: 23/23
Charisma: 15
Perception: 18
Intelligence: 25
Willpower: 24
Magic: 0
Soulfire: 2
Luck: 6/6
Skills
Command +10
Intimidation +20
Search
Survival +10
Talents & Traits
Survivor: Upon taking damage, make a Toughness Check. If successful, negate an extra point of damage.
Fear Me!: Intimidation Check on entering combat. If successful, causes Fear for a Round.
Slayer: Once every encounter, double Strength Bonus for a Round. For each consecutive Round an enemy is killed, Slayer remains active.
Mountain: +1 Health every level up.
Very Hardy: +4 Health, +5 to Resist Poison and Disease Checks.
Sturdy: Re-roll a single Strength or Toughness Check per day.
Horned: May Bullrush when Charging
Combat Manoeuvres
Backbreaker: Requires a Prone enemy. x2 Damage after modifiers.
Sunder Armour: Full Attack. If it hits, a single piece of armour on that hit location is considered useless until repaired.
Equipment
Weapons:
Longknife (Damage 2, No Parry, Concealable, -10 To Hit if not Sneak Attacking, Quick Draw)
Hand axe (Damage 3, -5 to Hit)
Mattock (Damage 7, Slow, Unwieldy, Impact, Armour Piercing, Two Handed)
Armour:
Wide Belt (Torso, AV1)
Leather Vambraces (Arms, AV1)
Steel Half-Helm (Head, AV3)
Stats
Combat Skill: 22
Ballistic Skill: 22
Strength: 25
Toughness: 28
Dexterity: 34
Agility: 22
Initiative: 3
Health: 10/10
Charisma: 17
Perception: 32
Intelligence: 48
Willpower: 48
Magic: 2
Soulfire: 5
Luck: 6/6
Skills
Charm +10
Command +10
Dodge Blow +10
Healing
Intimidation
Silent Move
Survival +10
Academy Training +10
Arcane Magic (Inferno)
Arcane Magic (Protection)
Channelling
Common Knowledge (Magic) +10
Wraithsight
Talents & Traits
Burning Hands: +10 to Intimidation Checks.
Aethyric Attunement: +10 to Channelling Checks.
Fiery Blast: The Mage may cast Flare with a CV of 16+. If successful, Flare causes an additional D10 Damage.
Life On The Streets: +5 to Silent Move and Deception Checks.
Coolheaded: Re-roll a single Willpower Check per day.
Equipment
Weapons:
Dagger (Damage 2, No Parry, Concealable, -10 To Hit if not Sneak Attacking, Quick Draw)
Staff (Damage 2, -5 to Hit, Defensive, Two-Handed)
Armour:
Long Leather Coat (All, AV1)
Magic
Flare (CV:7+) The target takes 4 Burning Damage.
Aethryic Shield (CV:6+) The caster counts as being in Heavy Cover against Ranged Attacks. Duration: 1 Round per caster's Magic Level.
Kindleflame (CV:10+) The target must pass a Toughness Check or take 1 Burning Damage. This Burning Damage increases by double for every Round it is active. Duration: 1 Round per caster's Magic Level.
Curtain of Flame (CV:22+) The caster may inscribe a line up to 16 yards long. That line bursts into flame when the spell is cast. Anything moving across the line, or standing upon it when the curtain flares up takes D10+3 Burning Damage. Duration: 1 Minute per caster's Magic Level.
Stats
Combat Skill: 38
Ballistic Skill: 23
Strength: 26
Toughness: 26
Dexterity: 21
Agility: 28
Initiative: 5
Health: 11/11
Charisma: 38
Perception: 29
Intelligence: 31
Willpower: 23
Magic: 0
Soulfire: 2
Luck: 6/6
Skills
Charm +10
Concealment
Deception
Dodge Blow +20
Search
Silent Move +10
Survival +10
Talents & Traits
Moves Like Quicksilver :+10 to Dodge Checks.
Experienced Duellist: +10 to Parry Checks.
Dashing Figure: +10 to Charm Checks.
Seize the Moment: Guaranteed Riposte on successful Parry.
Dual Weapon Master: No penalty on off-hand weapons.
Lightning Reflexes: Re-roll a single Initiative Check.
Life on the Streets: +5 to Silent Move Checks and Deception Checks.
Equipment
Weapons:
Misericord (Damage 2, No Parry, Concealable, -10 To Hit if not Sneak Attacking, Quick Draw, Armour Piercing)
Sabre (Damage 4, Critical Chance +5)
Red Half-Cape (Free Parry against a Quick Attack)
2x Hand Crossbows (10/20 Yard Range, Damage 1, 1 Full Action Reload, Concealable)
- 16 bolts.
Armour:
Leather Jacket (Torso, AV1)
Steel Vambraces (Arms, AV3)
Stats
Combat Skill: 21
Ballistic Skill: 34
Strength: 22
Toughness: 21
Dexterity: 38
Agility: 44
Initiative: 4
Health: 9/9
Charisma: 35
Perception: 22
Intelligence: 39
Willpower: 43
Magic: 2
Soulfire: 4
Luck: 6/6
Skills
Deception
Dodge Blow +10
Silent Move
Survival +10
Black Magic (Blight)
Channelling
Common Knowledge (Daemons) +10
Common Knowledge (Otherworld) +10
Talents & Traits
Occult Knowledge: +10 to Common Knowledge (Otherworld) and Common Knowledge (Daemons) Checks.
Contagion: For the duration of Affliction, it spreads to any living beings within 5 yards of the target on a failed Willpower Check.
Crushing Grip: Malefic Grasp now causes 1 Damage, +1 Damage per Round it has been active on the target, ignoring Armour.
Acute Hearing: Re-roll a single Perception Check per day.
Equipment
Weapons:
Longknife (Damage 2, No Parry, Concealable, -10 To Hit if not Sneak Attacking, Quick Draw)
Staff (Damage 2, -5 to Hit, Defensive, Two-Handed)
Armour:
Leather Jerkin (Torso, AV1)
Magic
Corruption (CV:12+) The target must make a Toughness Check every Round or lose 5 Toughness. Duration: D10 +caster's Magic Level Combat Rounds.
Agony (CV:5+) The target's Combat and Ballistic Skill and Dexterity are reduced by 30 for a single Round.
Affliction (CV:6+) The target must make a Resist Disease Check or take 1 point of Damage every Round, ignoring any and all Damage reduction. Duration: D10 +caster's Magic Level Combat Rounds.
Malefic Grasp (CV:16+) The target is held immobile and is considered Prone. On a successful opposed Willpower Check, the target may perform a half action. The Warlock must maintain Concentration to keep this spell active.
Stats
Combat Skill: 26
Ballistic Skill: 29
Strength: 22
Toughness: 21
Dexterity: 33
Agility: 34
Initiative: 4
Health: 9/9
Charisma: 38
Perception: 22
Intelligence: 29
Willpower: 23
Magic: 2
Soulfire: 4
Luck: 6/6
Skills
Charm +10
Deception
Dodge Blow +10
Arcane Magic (Bardsong)
Bardic Knowledge +10
Sleight of Hand
Perform (Sing) +20
Perform (Play Instrument) +10
Pickpocket
Craft (Poisons)
Lockpicking
Talents & Traits
Stage Presence: +5 to Perform Checks.
Life at Court: +10 to Common Knowledge (Courtly Etiquette) and (Nobility) Checks.
Suave: Re-roll a single Charisma Check per day.
D'Artallion Bard: Gain Craft (Poisons), Pickpocket and Lockpicking Skills.
Equipment
Weapons:
2x Longknives (Damage 2, No Parry, Concealable, -10 To Hit if not Sneak Attacking, Quick Draw)
5x War Darts (6/12 Yard Range, Damage SB, Quick Draw, Concealable)
Hand Crossbow (10/20 Yard Range, Damage 1, 1 Full Action Reload, Concealable)
- 10 Bolts
Armour:
Leather Jerkin (Torso, AV1)
Leather Spaulder (Left Arm, AV1)
Magic
Discordant Note (CV:8+) On a successful Perform Check, all enemies within earshot must pass a Willpower Check or be Stunned for a Round. The Bard may expend one point of Soulfire and then requires a Full Action in each successive Round to continue the effect.
Inspiring Melody (CV:5+) All allies within earshot of the caster gain +10 to all Statistics for the Round. The Bard may expend one point of Soulfire and then requires a Full Action in each successive Round to continue the effect.
Lullaby (CV:18+) Every living target within earshot of the caster will begin to fall asleep. Once the song has been played for a number of Rounds equal to the target’s total level, they will begin to fall asleep. They may attempt to make a Willpower Check to resist this every Round the song plays. Once asleep the targets sustain a -20 to wake up as long as the song continues to play.
The remaining character sheets will come soon.
Premise:
The idea here is some kind of pit-fight. The combatants do not wish to actually kill each other, and so we will get to see the Consciousness and Bleeding rules in full effect. The two parties are engaged in some kind of competition in order to earn the right to delve into a dungeon or something like that. I'm thinking we may even pitch these two sides against each other with two players, most likely Dev and Ladyhawk. We'll see how that goes.