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Emerald Lily
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Now it comes to deciding what the Alchemist has been focusing on aside from alchemy. These will come in the form of qualities. Some gained by training, luck of birth or even fate or the gods nudging things into line. As a gnoll you gain some innate qualities, they are:
Night eyes, Sinister, Tough, Carrion Eaters and Bite. What they do will be explained a little bit later.
Book-Eater also has the Anti-magic and Sorcerer: Dynamo quality from his past.
Going forward three qualities can be picked. Unless flaws are taken, each flaw gives the ability to take one more quality with a max of 3 extra.
Let’s start with the qualities that are very hard to gain during adventure. Such qualities tend to be traits of birth or the like, very unlikely to be able to be gained during adult life.
>Attractive: Being handsome opens many doors, this sort of animal magnetism goes across species lines as well. Dampening the negatives that may come from those who dislike other species that are not their own. (Reroll 1’s on persuasion test up to half total persuasion rank rounded down, minimum 1 reroll)
>Lucky: The gods or fate favour you, once a day reroll one test and take the better of the two rolls. Allowing one to turn defeat into victory or attempt for a greater feat or success during an important moment.
>Polyglot: You have a great facility with languages. You can read any language in which you have at least 1 rank (as appose to 3 ranks). When exposed to a language with which you aren’t familiar, you may make a Cunning test. If this test succeeds, you gain 1 rank in the language for the duration of the scene. For every two additional degrees on the test, you gain an extra rank. Polyglots learn languages faster.
> Gifted Spellcaster: It’s not so easy to quell the magic in your veins. Add will to magic rolls, reroll 1’s on magic tests.
> Massive: You have giantism, with all the perks and drawbacks that brings. Increase size category by 1, height is set to a few feet above race max along with weight. Makes it easier to hit you, you’re not crawling though any kobold tunnels anytime soon. Though you can wield in one hand what others of a medium size must use two to hold. Great swords, boar spears and the like can be used in one hand.
> Anti magic II: rather than just nullifying magic on yourself. You trained hard over the years to allow yourself to project a field of anti magic around you. One can also focus on a single mage at close range to silence there magics. (This can be picked up in play but would take a good while in game months if not years to pick up.)
>Fury: You are wrathful and filled with rage in battle. You gain a new combat maneuver. Able to sacrifice accuracy for devastating attacks.
>Heirloom: Start the game with an artifact.
Now for some qualities that can be picked up in play a lot easier.
> Animal Cohort: You have an animal buddy which always follows you around. Choose an animal from the following list: dog, eagle, horse, lynx, raven, or wolf. This animal is extremely loyal to you and aids you in combat. So long as your animal cohort is adjacent to you or your opponent, you gain boost to Fighting tests.
> Beastfriend: You have a knack for handling and dealing with animals. You gain extra dice on Animal Handling tests made when Charming or Training them.
> Mantle of Authority: You hold an air of Authority that has others stand to attention. When engaged in an intrigue you automatically go first in the round (if two people have this quality, they roll off to determine order among themselves).
> Cohort: You gain a cohort. Your cohort is loyal and follows your commands to the best of his or her ability. If your cohort dies, you lose this quality and the Destiny Point you invested to gain it. A cohort earns experience at half the experience you earn. While your cohort is adjacent to you, increase your Combat Defense and Intrigue Defense.
> Danger Sense: Your keen senses help you anticipate danger before it reveals itself. You may re-roll all 1s on Agility tests made to determine the order of initiative. In addition, whenever you or a unit to which you are attached is surprised in combat, your opponent does not gain the surprise attack bonus.
> Eidetic Memory: You have an astonishing capacity for recalling details about something you have seen or read.
> Fast: You are uncommonly fast on your feet. When calculating your move, your starting move is 5 yards. When running, you move five times your Movement. (Standard movement is about 4 yards and x4 when running.)
>Furtive: Re-roll any result of 1 on all of your Stealth tests. When making a Stealth test to sneak, you may add a number equal to your Agility ranks to your test result.
> Gifted Athlete: Pick an athletics specialty (Climb, Jump, Run, Strength, Swim, Throw) When testing Athletics to perform your chosen specialty, you may treat one-half your bonus dice (round down, minimum 1) as test dice. (If you want to bench press horses down the line. Gifted Athlete strength is what you take.)
> Hardy: You can ignore the strain on your body and not be held back by the first few scratches, bruises and broken rib you might have. You ignore the first injury, wound and fatigue for the purpose of penalties they would have otherwise given you.
> Head for Numbers: Beginners study tactics, experts study logistics. You know your numbers, able to swell fortunes brought in by the tribe, crunch logistical tasks and are generally very good at math. Helps gain resources on a tribe level when you manage affairs and helps work out what it will take to field an army.
> Inspiring: Able to push troops to fight with valour and vigour. In warfare, you gain 1 additional command each round. In addition, when testing Warfare to issue a command, you may sacrifice a command to re-roll the test and take the better result.
> Natural Leader: A natural leader keeps his troops from running from the field without even needing to spend orders to do so. Once per round of a skirmish or battle, you may automatically reorganize one disorganized unit or rally one routed unit. Using this quality does not count as an order.
> Miracle Worker: Able to save those most normal medically trained individuals would declare a lost cause. If you want Book-Eater to be really good at healing, pick this.
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