[RPG] The Arcadia Project (Talk)
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- Agent of Dread
- Protector (Senior Member)
- Posts: 8991
- Joined: Wed Jul 23, 2008 8:46 pm
- Location: Australia
- Contact:
Grohddin, Lizardfolk Seer [500] [Front]
Health: 17/17
Mana: 09/09
13 Atk | 103 Hit | 11 Crt
04 Def | 05 Res | 60 Avd | 00 CrtEv
Weapon: Tribal Spear (7 Atk, 85 Hit, 5 Crt) [2h]
Back: [6/6] Javelins (5 Atk, 85 Hit, 0 Crt)
Torso: Light Chainmail (1 Def, 0 Res, 10 Avd)
Took me over an hour to come up with this guy. Hope you appreciate, or at least identify the anagram.
Health: 17/17
Mana: 09/09
13 Atk | 103 Hit | 11 Crt
04 Def | 05 Res | 60 Avd | 00 CrtEv
Weapon: Tribal Spear (7 Atk, 85 Hit, 5 Crt) [2h]
Back: [6/6] Javelins (5 Atk, 85 Hit, 0 Crt)
Torso: Light Chainmail (1 Def, 0 Res, 10 Avd)
Spoiler: Inventory & Status
Inventory [0/6]:
+ None
Spells:
Hold [1 MP] [00 AP]
Wrap the strings of fate as a net around the prey. The target of this spell may not act this turn. The success of this spell requires that Grohddin acts first in this round. This spell requires both a primary action to cast and a secondary action to sustain the hold.
Fate Magic:
True Strike [1 MP] [00 AP]
Guides a blade across the strings of fate. As an attack is executed (or a spell is being cast, if it has a standard hit rate), add +25 Hit. This can be used as a secondary action.
Heighten [1 MP] [00 AP]
Maximize the potential of a spell to break reality. As a spell is being cast, multiply all numerical values (after math is done) with the exception of durations, by 1.[Level +1] (one dot [level plus one]). This can be used as a secondary action. If the spell has a fixed chance of hitting (say, always 50%), that value is affected as well.
Current: 1.2
Abilities:
Dance of the Hunt [00 AP]
Sap power from your foes as they attempt to defy fate. Whenever Grohddin successfully dodges an attack of any kind, there is a 50% chance that he recovers 1 MP.
Premonition [00 AP]
Grohddin can foresee the moves of his enemies to some degree, and act upon them. +20 Avd.
Traits:
Reptilian Blood [00 AP]
Being cold blooded, Grohddin is exceptionally vulnerable to low temperatures, and thus always takes 50% more damage from cold based attacks. However, his reptilian anatomy is resistant to venoms of many kinds, and as such, whenever he is affected by poison, there is a 50% chance that the poison has no effect on him.
Stats:
Strength: +6
Intelligence: +5
Skill: +6
Agility: +10
Luck: +0
Constitution: +4
Spirituality: +9
Background:
The Lizardfolk are a tribal people, living in desolate areas of the world, detached from other civilizations, and scattered across all lands. Lizardfolk devote their lives to sustaining their tribes. Some are born with a natural gift of fate magic, those are called 'Seer' by their people, and usually become community figures, shamans, and philosophers, who compliment their natural gift with focused studies to improve their power and the collective wisdom of their tribe, and future generations.
Grohddin is one such Seer. His gift of fate magic was discovered later than others. Most often, Seers are detected by their tribesmen at early infancy, and given to the elders for training, while some, just as Grohddin, are only discovered when they harness their abilities to compliment their everyday tasks.
Grohddin was a hunter for his tribe when the tribe elders discovered his use of natural fate magic to increase the efficiency of his hunting company. They took him in and trained him as a proper seer, but he had still retained his old skills of the hunt and the passion for combat.
Many years later, Grohddin's tribe became involved in a war of territory with another, more dominant tribe, and was consequently wiped from existence by their enemies. The few that survived either joined themselves with the victor tribe, or fled to other regions to seek their fortune on their own. Grohddin was one of those fortune seekers, moving to the city and becoming an adventurer, and a mercenary.
This did not last long, however. The hatred and discrimination he had to face during his life in the city have made his existence difficult, and the situation seemed to worsen from day to day. He had finally decided that his fortune is not to be found among mankind, and set out to leave.
+ None
Spells:
Hold [1 MP] [00 AP]
Wrap the strings of fate as a net around the prey. The target of this spell may not act this turn. The success of this spell requires that Grohddin acts first in this round. This spell requires both a primary action to cast and a secondary action to sustain the hold.
Fate Magic:
True Strike [1 MP] [00 AP]
Guides a blade across the strings of fate. As an attack is executed (or a spell is being cast, if it has a standard hit rate), add +25 Hit. This can be used as a secondary action.
Heighten [1 MP] [00 AP]
Maximize the potential of a spell to break reality. As a spell is being cast, multiply all numerical values (after math is done) with the exception of durations, by 1.[Level +1] (one dot [level plus one]). This can be used as a secondary action. If the spell has a fixed chance of hitting (say, always 50%), that value is affected as well.
Current: 1.2
Abilities:
Dance of the Hunt [00 AP]
Sap power from your foes as they attempt to defy fate. Whenever Grohddin successfully dodges an attack of any kind, there is a 50% chance that he recovers 1 MP.
Premonition [00 AP]
Grohddin can foresee the moves of his enemies to some degree, and act upon them. +20 Avd.
Traits:
Reptilian Blood [00 AP]
Being cold blooded, Grohddin is exceptionally vulnerable to low temperatures, and thus always takes 50% more damage from cold based attacks. However, his reptilian anatomy is resistant to venoms of many kinds, and as such, whenever he is affected by poison, there is a 50% chance that the poison has no effect on him.
Stats:
Strength: +6
Intelligence: +5
Skill: +6
Agility: +10
Luck: +0
Constitution: +4
Spirituality: +9
Background:
The Lizardfolk are a tribal people, living in desolate areas of the world, detached from other civilizations, and scattered across all lands. Lizardfolk devote their lives to sustaining their tribes. Some are born with a natural gift of fate magic, those are called 'Seer' by their people, and usually become community figures, shamans, and philosophers, who compliment their natural gift with focused studies to improve their power and the collective wisdom of their tribe, and future generations.
Grohddin is one such Seer. His gift of fate magic was discovered later than others. Most often, Seers are detected by their tribesmen at early infancy, and given to the elders for training, while some, just as Grohddin, are only discovered when they harness their abilities to compliment their everyday tasks.
Grohddin was a hunter for his tribe when the tribe elders discovered his use of natural fate magic to increase the efficiency of his hunting company. They took him in and trained him as a proper seer, but he had still retained his old skills of the hunt and the passion for combat.
Many years later, Grohddin's tribe became involved in a war of territory with another, more dominant tribe, and was consequently wiped from existence by their enemies. The few that survived either joined themselves with the victor tribe, or fled to other regions to seek their fortune on their own. Grohddin was one of those fortune seekers, moving to the city and becoming an adventurer, and a mercenary.
This did not last long, however. The hatred and discrimination he had to face during his life in the city have made his existence difficult, and the situation seemed to worsen from day to day. He had finally decided that his fortune is not to be found among mankind, and set out to leave.
- Ditto
- Jungle Warrior (Committed contributor)
- Posts: 1452
- Joined: Mon Feb 22, 2010 10:59 pm
- Location: The universe and all the other places too
- Contact:
There is no "leveling up" in this PnP, remember? Heighten therefore sucks.
Also, new abilities, as well as a basic heal since no one else took one.
Blood Healing [1-2 SP]: Heals an ally for 10 HP for each SP spent.
Rampage: Hart gains 5 crt each time his rage meter hits full, anyone scores a critical hit, or anyone faints or dies. This stacks infinitely and resets at the end of each battle.
Execution Blow [2+ SP]: Hart aims a blow for the opponents head, making them dizzy for the rest of the turn, as well as dealing double damage plus 1 for each point of SP drained. If this skill kills or faints an opponent, it does not cost SP.
Also, new abilities, as well as a basic heal since no one else took one.
Blood Healing [1-2 SP]: Heals an ally for 10 HP for each SP spent.
Rampage: Hart gains 5 crt each time his rage meter hits full, anyone scores a critical hit, or anyone faints or dies. This stacks infinitely and resets at the end of each battle.
Execution Blow [2+ SP]: Hart aims a blow for the opponents head, making them dizzy for the rest of the turn, as well as dealing double damage plus 1 for each point of SP drained. If this skill kills or faints an opponent, it does not cost SP.
@Cimeries: I don't recognize the anagram, but I do appreciate your character. Very well-made.
Also, just as a note, to prevent this from being a complete boss-slayer, some enemies (mainly bosses) may have a chance of resisting this spell or be outright immune against it.
45 AP if you actually need to go first, 50 AP if you just need to go before your target.
70 AP for the first variant, 120 AP for the latter.
80 AP, and very nice idea.
60 AP for a 10% chance.
140 AP for a 25% chance.
325 AP for a 50% chance.
@Ditto: Well, you don't really need a healing spell. You can always just buy potions or something, they're pretty effective in this PnP.
(Basic potions heal 30% HP, the better ones 60%; and they're not that expensive, really)
130 AP.
If you take the critical hit part out, this one's 160 AP.
Otherwise I can't allow it.
Without that part: Minimum SP cost is 3. Bonus damage is only applied for additional SP spent, not for all of them (basically, [SP spent -3]). 180 AP.
So does this only work if you actually go first in a battle, or do you just need to go before your target? The "this turn" kinda implies the latter out of pure logic, but I want to make sure.Cimeries wrote:Hold [1 MP] [00 AP]
Wrap the strings of fate as a net around the prey. The target of this spell may not act this turn. The success of this spell requires that Grohddin acts first in this round. This spell requires both a primary action to cast and a secondary action to sustain the hold.
Also, just as a note, to prevent this from being a complete boss-slayer, some enemies (mainly bosses) may have a chance of resisting this spell or be outright immune against it.
45 AP if you actually need to go first, 50 AP if you just need to go before your target.
Does this only apply to your own attacks, or can it be used on others as well?Cimeries wrote:True Strike [1 MP] [00 AP]
Guides a blade across the strings of fate. As an attack is executed (or a spell is being cast, if it has a standard hit rate), add +25 Hit. This can be used as a secondary action.
70 AP for the first variant, 120 AP for the latter.
There are no levels in this PnP. You can replace [Level +1] with [INT/3] though, that would work fine.Cimeries wrote:Heighten [1 MP] [00 AP]
Maximize the potential of a spell to break reality. As a spell is being cast, multiply all numerical values (after math is done) with the exception of durations, by 1.[Level +1] (one dot [level plus one]). This can be used as a secondary action. If the spell has a fixed chance of hitting (say, always 50%), that value is affected as well.
Current: 1.2
80 AP, and very nice idea.
50% kinda is a lot. You basically just need to dodge-tank some inaccurate bandits or something to gain tons of MP.Cimeries wrote:Dance of the Hunt [00 AP]
Sap power from your foes as they attempt to defy fate. Whenever Grohddin successfully dodges an attack of any kind, there is a 50% chance that he recovers 1 MP.
60 AP for a 10% chance.
140 AP for a 25% chance.
325 AP for a 50% chance.
240 AP.Cimeries wrote:Premonition [00 AP]
Grohddin can foresee the moves of his enemies to some degree, and act upon them. +20 Avd.
Ok.Cimeries wrote:Traits:
Reptilian Blood [00 AP]
Being cold blooded, Grohddin is exceptionally vulnerable to low temperatures, and thus always takes 50% more damage from cold based attacks. However, his reptilian anatomy is resistant to venoms of many kinds, and as such, whenever he is affected by poison, there is a 50% chance that the poison has no effect on him.
@Ditto: Well, you don't really need a healing spell. You can always just buy potions or something, they're pretty effective in this PnP.
(Basic potions heal 30% HP, the better ones 60%; and they're not that expensive, really)
So much for "basic", eh?Ditto wrote:Blood Healing [1-2 SP]: Heals an ally for 10 HP for each SP spent.
130 AP.
I like the idea, but the critical hit part kinda breaks this ability (they'll be much more common here than in ToaP).Ditto wrote:Rampage: Hart gains 5 crt each time his rage meter hits full, anyone scores a critical hit, or anyone faints or dies. This stacks infinitely and resets at the end of each battle.
If you take the critical hit part out, this one's 160 AP.
Otherwise I can't allow it.
No @ "no SP cost if it KOs".Ditto wrote:Execution Blow [2+ SP]: Hart aims a blow for the opponents head, making them dizzy for the rest of the turn, as well as dealing double damage plus 1 for each point of SP drained. If this skill kills or faints an opponent, it does not cost SP.
Without that part: Minimum SP cost is 3. Bonus damage is only applied for additional SP spent, not for all of them (basically, [SP spent -3]). 180 AP.
Last edited by Shade on Fri Aug 20, 2010 11:58 pm, edited 1 time in total.
- ShellShocker
- Rust Eater (Senior Member)
- Posts: 3625
- Joined: Thu Jul 24, 2008 6:37 am
- Location: Australia
- Ditto
- Jungle Warrior (Committed contributor)
- Posts: 1452
- Joined: Mon Feb 22, 2010 10:59 pm
- Location: The universe and all the other places too
- Contact:
Really? But instead he could be a temporary character, one of those characters who dies immediately.
So healing items are good? Screw healing spells.
What if rampage applies only to other people's criticals?
Forget execution blow.
Finally...
Martial Mastery: Hart is pretty frickin' big, and he uses that to his advantage. Things like body slamming enemies, throwing enemies at stuff, grabbing enemies, etc. have a higher chance of working and deal increased damage.
So healing items are good? Screw healing spells.
What if rampage applies only to other people's criticals?
Forget execution blow.
Finally...
Martial Mastery: Hart is pretty frickin' big, and he uses that to his advantage. Things like body slamming enemies, throwing enemies at stuff, grabbing enemies, etc. have a higher chance of working and deal increased damage.
- penguinflyer2222
- Queen Penguin (Senior Member)
- Posts: 6614
- Joined: Wed Jul 23, 2008 1:51 am
The latter. It is done.Clonkinator wrote:Does this only apply to your own attacks, or can it be used on others as well?
70 AP for the first variant, 120 AP for the latter.
It is DONE!Clonkinator wrote: 325 AP for a 50% chance.
What if I changed it to 10? 5?Clonkinator wrote:240 AP.Cimeries wrote:Premonition [00 AP]
Grohddin can foresee the moves of his enemies to some degree, and act upon them. +20 Avd.
I'll pass on Heighten for now, I just realized no one has any spells right now. Myself included.
Grohddin, Lizardfolk Seer [55] [Front]
Health: 17/17
Mana: 09/09
13 Atk | 103 Hit | 11 Crt
04 Def | 05 Res | 60 Avd | 00 CrtEv
Weapon: Tribal Spear (7 Atk, 85 Hit, 5 Crt) [2h]
Back: [6/6] Javelins (5 Atk, 85 Hit, 0 Crt)
Torso: Light Chainmail (1 Def, 0 Res, 10 Avd)
Spoiler: Inventory & Status
Inventory [0/6]:
+ None
Spells:
Fate Magic:
True Strike [1 MP] [120 AP]
Guides a blade across the strings of fate. As an attack is executed (or a spell is being cast, if it has a standard hit rate), add +25 Hit. This can be used as a secondary action.
Abilities:
Dance of the Hunt [325 AP]
Sap power from your foes as they attempt to defy fate. Whenever Grohddin successfully dodges an attack of any kind, there is a 50% chance that he recovers 1 MP.
Traits:
Reptilian Blood
Being cold blooded, Grohddin is exceptionally vulnerable to low temperatures, and thus always takes 50% more damage from cold based attacks. However, his reptilian anatomy is resistant to venoms of many kinds, and as such, whenever he is affected by poison, there is a 50% chance that the poison has no effect on him.
Stats:
Strength: +6
Intelligence: +5
Skill: +6
Agility: +10
Luck: +0
Constitution: +4
Spirituality: +9
Background:
The Lizardfolk are a tribal people, living in desolate areas of the world, detached from other civilizations, and scattered across all lands. Lizardfolk devote their lives to sustaining their tribes. Some are born with a natural gift of fate magic, those are called 'Seer' by their people, and usually become community figures, shamans, and philosophers, who compliment their natural gift with focused studies to improve their power and the collective wisdom of their tribe, and future generations.
Grohddin is one such Seer. His gift of fate magic was discovered later than others. Most often, Seers are detected by their tribesmen at early infancy, and given to the elders for training, while some, just as Grohddin, are only discovered when they harness their abilities to compliment their everyday tasks.
Grohddin was a hunter for his tribe when the tribe elders discovered his use of natural fate magic to increase the efficiency of his hunting company. They took him in and trained him as a proper seer, but he had still retained his old skills of the hunt and the passion for combat.
Many years later, Grohddin's tribe became involved in a war of territory with another, more dominant tribe, and was consequently wiped from existence by their enemies. The few that survived either joined themselves with the victor tribe, or fled to other regions to seek their fortune on their own. Grohddin was one of those fortune seekers, moving to the city and becoming an adventurer, and a mercenary.
This did not last long, however. The hatred and discrimination he had to face during his life in the city have made his existence difficult, and the situation seemed to worsen from day to day. He had finally decided that his fortune is not to be found among mankind, and set out to leave.
+ None
Spells:
Fate Magic:
True Strike [1 MP] [120 AP]
Guides a blade across the strings of fate. As an attack is executed (or a spell is being cast, if it has a standard hit rate), add +25 Hit. This can be used as a secondary action.
Abilities:
Dance of the Hunt [325 AP]
Sap power from your foes as they attempt to defy fate. Whenever Grohddin successfully dodges an attack of any kind, there is a 50% chance that he recovers 1 MP.
Traits:
Reptilian Blood
Being cold blooded, Grohddin is exceptionally vulnerable to low temperatures, and thus always takes 50% more damage from cold based attacks. However, his reptilian anatomy is resistant to venoms of many kinds, and as such, whenever he is affected by poison, there is a 50% chance that the poison has no effect on him.
Stats:
Strength: +6
Intelligence: +5
Skill: +6
Agility: +10
Luck: +0
Constitution: +4
Spirituality: +9
Background:
The Lizardfolk are a tribal people, living in desolate areas of the world, detached from other civilizations, and scattered across all lands. Lizardfolk devote their lives to sustaining their tribes. Some are born with a natural gift of fate magic, those are called 'Seer' by their people, and usually become community figures, shamans, and philosophers, who compliment their natural gift with focused studies to improve their power and the collective wisdom of their tribe, and future generations.
Grohddin is one such Seer. His gift of fate magic was discovered later than others. Most often, Seers are detected by their tribesmen at early infancy, and given to the elders for training, while some, just as Grohddin, are only discovered when they harness their abilities to compliment their everyday tasks.
Grohddin was a hunter for his tribe when the tribe elders discovered his use of natural fate magic to increase the efficiency of his hunting company. They took him in and trained him as a proper seer, but he had still retained his old skills of the hunt and the passion for combat.
Many years later, Grohddin's tribe became involved in a war of territory with another, more dominant tribe, and was consequently wiped from existence by their enemies. The few that survived either joined themselves with the victor tribe, or fled to other regions to seek their fortune on their own. Grohddin was one of those fortune seekers, moving to the city and becoming an adventurer, and a mercenary.
This did not last long, however. The hatred and discrimination he had to face during his life in the city have made his existence difficult, and the situation seemed to worsen from day to day. He had finally decided that his fortune is not to be found among mankind, and set out to leave.
That at least removes the loophole, but still makes it too strong overall.Ditto wrote:What if rampage applies only to other people's criticals?
No need to make an ability for this; at Hart's size, that's kinda logical. I'll apply things like these even without an ability for it.Ditto wrote:Martial Mastery: Hart is pretty frickin' big, and he uses that to his advantage. Things like body slamming enemies, throwing enemies at stuff, grabbing enemies, etc. have a higher chance of working and deal increased damage.
15 Avd: 160 APCimeries wrote:What if I changed it to 10? 5?Clonkinator wrote:240 AP.Cimeries wrote:Premonition [00 AP]
Grohddin can foresee the moves of his enemies to some degree, and act upon them. +20 Avd.
10 Avd: 90 AP
5 Avd: 35 AP
Grohddin, Lizardfolk Seer [25] [Front]
Health: 17/17
Mana: 09/09
13 Atk | 103 Hit | 11 Crt
04 Def | 05 Res | 45 Avd | 00 CrtEv
Weapon: Tribal Spear (7 Atk, 85 Hit, 5 Crt) [2h]
Back: [6/6] Javelins (5 Atk, 85 Hit, 0 Crt)
Torso: Light Chainmail (1 Def, 0 Res, 10 Avd)
Done for now it seems.
I'd like to know the AP for:
Quick Action
Once the order of action for all combatants is decided, move Grohddin one spot up on the list. If Grohddin is already first, he receives a bonus minor action.
Also, what if that bonus minor action would also cost 1 MP to execute?
Oh, and btw: http://en.wikipedia.org/wiki/Níðhöggr
Health: 17/17
Mana: 09/09
13 Atk | 103 Hit | 11 Crt
04 Def | 05 Res | 45 Avd | 00 CrtEv
Weapon: Tribal Spear (7 Atk, 85 Hit, 5 Crt) [2h]
Back: [6/6] Javelins (5 Atk, 85 Hit, 0 Crt)
Torso: Light Chainmail (1 Def, 0 Res, 10 Avd)
Spoiler: Inventory & Status
Inventory [0/6]:
+ None
Spells:
Fate Magic:
True Strike [1 MP] [120 AP]
Guides a blade across the strings of fate. As an attack is executed (or a spell is being cast, if it has a standard hit rate), add +25 Hit. This can be used as a secondary action.
Abilities:
Dance of the Hunt [325 AP]
Sap power from your foes as they attempt to defy fate. Whenever Grohddin successfully dodges an attack of any kind, there is a 50% chance that he recovers 1 MP.
Premonition [35 AP]
Grohddin can foresee the moves of his enemies to some minor extent, and act upon them. +5 Avd.
Traits:
Reptilian Blood
Being cold blooded, Grohddin is exceptionally vulnerable to low temperatures, and thus always takes 50% more damage from cold based attacks. However, his reptilian anatomy is resistant to venoms of many kinds, and as such, whenever he is affected by poison, there is a 50% chance that the poison has no effect on him.
Stats:
Strength: +6
Intelligence: +5
Skill: +6
Agility: +10
Luck: +0
Constitution: +4
Spirituality: +9
Background:
The Lizardfolk are a tribal people, living in desolate areas of the world, detached from other civilizations, and scattered across all lands. Lizardfolk devote their lives to sustaining their tribes. Some are born with a natural gift of fate magic, those are called 'Seer' by their people, and usually become community figures, shamans, and philosophers, who compliment their natural gift with focused studies to improve their power and the collective wisdom of their tribe, and future generations.
Grohddin is one such Seer. His gift of fate magic was discovered later than others. Most often, Seers are detected by their tribesmen at early infancy, and given to the elders for training, while some, just as Grohddin, are only discovered when they harness their abilities to compliment their everyday tasks.
Grohddin was a hunter for his tribe when the tribe elders discovered his use of natural fate magic to increase the efficiency of his hunting company. They took him in and trained him as a proper seer, but he had still retained his old skills of the hunt and the passion for combat.
Many years later, Grohddin's tribe became involved in a war of territory with another, more dominant tribe, and was consequently wiped from existence by their enemies. The few that survived either joined themselves with the victor tribe, or fled to other regions to seek their fortune on their own. Grohddin was one of those fortune seekers, moving to the city and becoming an adventurer, and a mercenary.
This did not last long, however. The hatred and discrimination he had to face during his life in the city have made his existence difficult, and the situation seemed to worsen from day to day. He had finally decided that his fortune is not to be found among mankind, and set out to leave.
+ None
Spells:
Fate Magic:
True Strike [1 MP] [120 AP]
Guides a blade across the strings of fate. As an attack is executed (or a spell is being cast, if it has a standard hit rate), add +25 Hit. This can be used as a secondary action.
Abilities:
Dance of the Hunt [325 AP]
Sap power from your foes as they attempt to defy fate. Whenever Grohddin successfully dodges an attack of any kind, there is a 50% chance that he recovers 1 MP.
Premonition [35 AP]
Grohddin can foresee the moves of his enemies to some minor extent, and act upon them. +5 Avd.
Traits:
Reptilian Blood
Being cold blooded, Grohddin is exceptionally vulnerable to low temperatures, and thus always takes 50% more damage from cold based attacks. However, his reptilian anatomy is resistant to venoms of many kinds, and as such, whenever he is affected by poison, there is a 50% chance that the poison has no effect on him.
Stats:
Strength: +6
Intelligence: +5
Skill: +6
Agility: +10
Luck: +0
Constitution: +4
Spirituality: +9
Background:
The Lizardfolk are a tribal people, living in desolate areas of the world, detached from other civilizations, and scattered across all lands. Lizardfolk devote their lives to sustaining their tribes. Some are born with a natural gift of fate magic, those are called 'Seer' by their people, and usually become community figures, shamans, and philosophers, who compliment their natural gift with focused studies to improve their power and the collective wisdom of their tribe, and future generations.
Grohddin is one such Seer. His gift of fate magic was discovered later than others. Most often, Seers are detected by their tribesmen at early infancy, and given to the elders for training, while some, just as Grohddin, are only discovered when they harness their abilities to compliment their everyday tasks.
Grohddin was a hunter for his tribe when the tribe elders discovered his use of natural fate magic to increase the efficiency of his hunting company. They took him in and trained him as a proper seer, but he had still retained his old skills of the hunt and the passion for combat.
Many years later, Grohddin's tribe became involved in a war of territory with another, more dominant tribe, and was consequently wiped from existence by their enemies. The few that survived either joined themselves with the victor tribe, or fled to other regions to seek their fortune on their own. Grohddin was one of those fortune seekers, moving to the city and becoming an adventurer, and a mercenary.
This did not last long, however. The hatred and discrimination he had to face during his life in the city have made his existence difficult, and the situation seemed to worsen from day to day. He had finally decided that his fortune is not to be found among mankind, and set out to leave.
I'd like to know the AP for:
Quick Action
Once the order of action for all combatants is decided, move Grohddin one spot up on the list. If Grohddin is already first, he receives a bonus minor action.
Also, what if that bonus minor action would also cost 1 MP to execute?
Oh, and btw: http://en.wikipedia.org/wiki/Níðhöggr
- Agent of Dread
- Protector (Senior Member)
- Posts: 8991
- Joined: Wed Jul 23, 2008 8:46 pm
- Location: Australia
- Contact: