Advanced search  

News:

There is no news - all is well.

Please login or register.

Login with username, password and session length
Members: 35  •  Posts: 8074  •  Topics: 486  • 
Please welcome Fallen Templar, our newest member.

Author Topic: The Legion Immortalis- Attributes Guide  (Read 3924 times)

Offline Faidth

  • Captain
  • *
  • Posts: 725
The Legion Immortalis- Attributes Guide
« on: June 29, 2010, 10:58:01 PM »
   Starting level characters begin with THREE legendary attributes. After you have selected your three starting attributes (Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma,) you may select one skill (denoted by the numbers) from that attribute level. Once you have selected your attributes and skills, they cannot be changed.
   As you progress through the story line, you will earn new attributes and skills. When you submit your character, be sure to list your three main attributes with the skills you have chosen. If you have selected a form of casting or shapeshifting, be sure to provide me with a list of those abilities. While exceptional, your spells should not be “game-breaking.” 

STRENGTH- Governs use of combat weapons, brawling, and improvised fighting (using items that aren’t typically meant as weapons for a weapons purpose.)

1. DAMAGE- You excel at damaging your foes, and every blow you deliver is enough to crush the bones of your adversaries.

2. ATHLETICS- You are known far and wide for your astounding displays of athletic prowess. Your athletic skills are almost godly in their manifestations, allowing you to bound over obstacles, throw your enemies as if they were ragdolls,  and dash with impressive speed.


DEXTERITY- Governs use of martial arts, finesse forms of hand-to-hand combat, and use of ranged weapons.

1. DODGE- Your skills to evade the blows of your enemies are preternaturally quick.

2. STEALTH- You have the ability to remain camouflaged or cloaked for short amounts of time. You can easily blend in with shadows and excel at taking the target unaware.

3. ACCURACY- You rarely miss your target and excel at hitting even the most difficult marks.


CONSTITUTION

1. SOAK- You can take almost anything that an enemy throws at you. You shrug off damage as if it were nothing at all and even blows that connect can rarely penetrate your natural defenses.

2. ENDURANCE- You easily perform the most arduous of tasks, are resilient in the face of exhaustion, and are exceptionally talented at enduring physical hardships. You can walk for hours, neglect sleep for days, and remain unaffected by thirst or hunger.


INTELLIGENCE

1. KNOWLEDGE- You have spent a great deal of time in libraries or gathering any tomes you can find. You have an arsenal of knowledge at your command, and because you are so well-read, can easily decipher ancient runes, recall everything that you have ever read, make connections between seemingly isolated bits of information or events, and “MacGuyver” your way out of sticky situations.

2. SPELLCASTING- (General Arcana) You are one of the privileged few of the Ageless who have received such levels of enlightenment as to allow the use of magic. The majority of your spells consist of the use of the elements: fire, water, earth, and wind (no heart- you can’t summon Captain Planet on your own.) You also have the ability to determine what spells an enemy spell-caster is using. (Note: You are allowed eight starting spells. After milestones in the story arc, as a reward for exceptional descriptions, or at the general discretion of the Battle Master, you will be allotted more spells. You are to determine your spells on your own accord, but be sure to okay them with the Battle Master first.)


WISDOM

1.  SPIRITUAL MAGIC- The ability to heal or protect party members. Though the Ageless are fairly resilient, some wounds take more time to heal than others. In this event, spiritual magic serves a great purpose. You can also protect others through use of shield or barrier spells, create wards around your encampments, discern the motivations of other characters (do they wish to kill you, are they being sincere in their bargaining, etc.) and the ability to call upon “MIRACLES.” At the beginning of character creation, you are allotted ONE MIRACLE per story arc. This is your Get Out Of Jail Free card. If you and your companions find yourself in an impossible situation, you may invoke a miracle and the Battle Master will determine how your miracle works. (Note: You are allowed eight starting spells. After milestones in the story arc, as a reward for exceptional descriptions, or at the general discretion of the Battle Master, you will be allotted more spells. You are to determine your spells on your own accord, but be sure to okay them with the Battle Master first.)

2. SHAPESHIFTING- Grants the user the ability to Shapeshift into other forms. Note: you cannot change into an inanimate object, another human, etc. Shapeshifting forms must be confined to animal creatures of reasonable proportions. Ex. You can turn into a bull, a lion, a large bird of prey, etc. You MAY NOT turn into animal abominations (i.e. an enormous fire-breathing dragon, a sixty foot hippo, a dire bunny, etc.) Shapeshifting lasts indefinitely. You must declare which form you are taking, and mention when you will be dispelling its effects. (Note: You begin with FIVE forms of your choice. After milestones in the story arc, as a reward for exceptional descriptions, or at the general discretion of the Battle Master, you will be allotted more forms. You are to determine your forms on your own accord, but be sure to okay them with the Battle Master first.)


CHARISMA

1. PERSUASION/INTIMIDATION- Your silvery, flowing tongue enables you to talk your way out of precarious situations, gain favor with certain parties, and persuade others to trust or follow you. When your persuasion doesn’t work, or if you’re in the mood for a good time, you may choose to intimidate your quarry instead. Your charismatic presence induces fear and awe in the target, causing them to bend to your will.

2. LEADERSHIP- You are bound to achieve legendary status amongst your Ageless peers. You instill hope in your people and inspire them to fight on your behalf. You lead the masses into battle, or excel at tactical genius behind the lines. Regardless of where you are on the battlefield, your peers looks\ to you for your unparalleled skill and knowledge.

3. INFLUENCE- Everyone knows who you are, and because of your impressive lineage, reputation, or epic feats, others recognize you as a person of importance. When paired with one of the preceding skills, your influence is bolstered considerably.  Even enemies know who you are and cower at your arrival on the field of battle.

« Last Edit: July 07, 2010, 11:34:46 AM by Faidth »

Offline Faidth

  • Captain
  • *
  • Posts: 725
Re: The Legion Immortalis- Attributes Guide
« Reply #1 on: July 07, 2010, 11:39:21 AM »
Please note that all ranged weapon use is now covered under the DEXTERITY attribute.