New Disciplines 2/21/05

Archived topics from the different rule forums.

Moderator: Admin

Locked
User avatar
GM_Chris
GM
Posts: 7553
Joined: Thu Sep 11, 2003 1:43 pm
Contact:

New Disciplines 2/21/05

Post by GM_Chris »

Grenadier(savage, common, privledge)
The grenadier is adapt at throwing weapons with great skill wether it be a rock or a dagger.

Level 1
Throw weapons
You may throw a weapon for 1 damage

Level 2
Magic Item
You may charge the weapon you are throwing for magic damage by concentrating for 5 seconds before throwing it.

Level 3
Aim
You may throw ranged item for 2 damage

Level 4
Critical Shot
You may throw a damaging hit. You must charge this skill for 15 seconds and then you may throw a 5 crush hit
---------------------------
Tribal Protector
Savage
Even the wilderness has things that go bump in the night. The Tribal Protector knows the ways of magic and how to destroy its dark creations.

level 1: Enchant Weapon
The character can charge their weapon to swing magic damage. To do this the character simply needs to spend a LP. The effect lasts for the duration of combat. Once the weapon is charged the character must call magic damage. (see combat section).

Level 2:
Resist Fear
The tribal protector can spend a life point to ignore the effects of any kind of fear effect.

Level 3: Banish
This skill takes a 15 count to charge. Once charged the next hit will be a ‘banish’ and will most likely destroy any undead or mystic creature faced. Even if it fails to destroy the opponent it will cause them great harm, reducing their strength and powers.

Level 4: Resist Magic
The character can spend a life point to ignore any magical effect, including magic damage
Chris
I be one of the gamemasters so e-mail me questions if you have them
Locked