Subject: Some ideas:
Author:
Posted on: 2016-11-24 13:56:00 UTC

Races:-

Tako (Octopus-people)

Many-Handed: May wield either three hand weapons, two hand weapons and a shield, a hand weapon and two shields, or a two-handed weapon and a shield.
Tentacle Tangle: Humanoid enemies have -1 Cir when attacking in melee
Expendable Limbs: +2 Cir when disarming enemy traps or making your own. May take the Trapmaster class characteristic, regardless of class.

Mongrelfolk (Muties! Yay!)

Tooth And Claw: May not wield a weapon that requires more than one hand. One-handed weapons do an additional 1D6 Damage in combat.
Magic Fear: +1 Armour at all times. +4 Armour against magic attacks. -2 Cir when in combat with a magic user of any kind.
Natural Rogue: If you are not a Rogue, pick one of the Rogue's abilities and take it. If you are a Rogue, you get both abilities.

Shardmind (Rock on.)

Being Of Willpower: +1 Cir when outnumbered. +3 Cir if outnumbered by more than five.
Being Of Crystal: Takes no damage from poison. +2 Armour against sharp weapons, -1 Armour against blunt weapons.
Natural Psion: If you are not a Psion, pick one of the Psion's abilities and take it. If you are a Psion, you get both abilities.

Classes:-

Psion

Fate Seer: -1 Cir for all enemies in the same room as you, unless they are in melee combat with you. +1 Cir for allies in combat close to you.
Eldritch Presence: +1 Damage for each allied magic user in the room.

Landsknecht

Pike: +2 Damage when using polearms. +2 additional damage with polearms for every ally in the room bearing a shield.
Shot: +2 Fire damage with ranged weapons. +4 Fire damage with gunpowder weapons.

Brawler

Slugger: +3 Cir and +4 Damage when fighting unarmed. +1 additional Damage while unarmed for each point of Armour you have, ignoring shields.
Dirty Fighter: Enemies have -2 Cir when in melee range of you. Gain +3 Cir and do 1D6 extra damage when entering combat if your target was actively fighting someone else in the previous round.

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