Liberi Gothica: Bloodmage: Difference between revisions
(New page: Herein are the rule for the Bloodmage class in Liberi Gothica. The primary attributes for the Bloodmage are Athleticism and Toughness. The Bloodmage controls the flow of life. They c...) |
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Herein are the rule for the Bloodmage class | Herein are the rule for the Bloodmage [[Liberi Gothica: Classes|class]] for [[Liberi Gothica]]. The primary attributes for the Bloodmage are Athleticism and Toughness. The Bloodmage controls the flow of life. They can shape and transmute blood into any shape they desire through sheer force of will. Strong bloodmages can go toe to toe with a dragon in melee combat, and come out on top. | ||
Bloodmages start with either Warrior's Heart, Blood Magic, or Body Manipulation. | Bloodmages start with either Warrior's Heart, Blood Magic, or Body Manipulation. |
Revision as of 14:52, 9 January 2009
Herein are the rule for the Bloodmage class for Liberi Gothica. The primary attributes for the Bloodmage are Athleticism and Toughness. The Bloodmage controls the flow of life. They can shape and transmute blood into any shape they desire through sheer force of will. Strong bloodmages can go toe to toe with a dragon in melee combat, and come out on top.
Bloodmages start with either Warrior's Heart, Blood Magic, or Body Manipulation.
Warrior's Heart
Warrior's Heart: Your blood flows strongly, lending you strength.
Your max Life improves by 5. You gain a +1 bonus on Reflexes and Fortitude checks.
When you take Warrior's Heart, you get 6 XP worth of Warrior's Heart progressions.
Warrior's Heart costs 8 XP to learn.
Warrior's Heart Progression:
3 XP: Stronger Heart: Your Max Life improves by 6.
2 XP: Warrior Training: Your bonus on the listed skills improves by 1. Each time you take this progression, is costs 2 more XP.
3 XP: Adrenaline Rush: You can spend 2 Vitality to gain a +1 bonus to Athleticism for one minute. This does not take an action.
3 XP: Adrenaline Surge: The bonus from Adrenaline Rush to Athleticism improves by 1. Each time you take Adrenaline Surge, it costs 2 more XP. Requires Adrenaline Rush.
3 XP: Extended 1 (Adrenaline Rush): The bonus to Athleticism lasts for [Athleticism] minutes, using your new Athleticism score. Requires Adrenaline Rush.
5 XP: Extended 2 (Adrenaline Rush): The bonus to Athleticism lasts for 1 hour. Requires Extended 1 (Skeletal Form).
7 XP: Extended 3 (Adrenaline Rush): The bonus to Athleticism lasts for [Athleticism] hours, using your new Athleticism score. Requires Extended 2 (Adrenaline Rush).
3 XP: Regeneration: You can spend 3 Vitality to gain 2 Life per round for [Athleticism] rounds. This does not take an action.
3 XP: Rapid Regeneration: The amount of Life gained each round improves by 1. Each time you take Rapid Regeneration, it costs 2 more XP.
5 XP: Extended 1 (Regeneration): You instead gain life for 1 minute. Requires Regeneration.
7 XP: Extended 2 (Regeneration): You instead gain life for [Athleticism] minutes.
2 XP: Cleanse blood: You can pull blood into your own body, eliminating all traces of blood stains from an area. After pulling the blood into your body, you become nauseous for 1 minute per pint of blood absorbed. While nauseous, you only take 1 action per round. You can attempt a second action with a Fortitude check, at a -1 penalty per pint absorbed. If you fail, you instead spend this round and the next round puking up blood.
4 XP: Cleanse self: You can spend Vitality to remove impurities from your body. By spending 4 Vitality you remove all poisons or diseases from your body.
Blood Magic
Blood Magic: You can use your own blood to do amazing things.
When you take Blood Magic, you learn any two of the following spells:
- Blade of blood: You cause a gout of blood to erupt from some portion of your body, which you harden and crystallize into a blade at the tip.
It costs 1 Vitality, 1 Life, and an action to make a blade of blood, and it lasts as long as you wish. When you deactivate the Blade of Blood, the blood is pulled back into your blood stream and you gain 1 life.
The Blade of Blood is a very erratic weapon, making it difficult to dodge. This grants you a +1 bonus on all attack rolls made by a blade of blood. The blade of blood deals 1d6 damage on a hit, and can only be used to attack adjacent opponents. If you are ever disarmed of a blade of blood, it falls to the floor and harmlessly splatters. When destroyed in this way, the Blood Mage does not gain the 1 life for dismissing the effect.
Blade of Blood Progression:
3 XP: Liquid Death: Your blade of blood deals +1 damage on a hit. Each time you take this ability, it costs 1 more XP.
3 XP: Bloodseeking: Whenever your Blade of Blood deals damage to an opponent, the blade pulls their blood into you. You gain 1 life every time you hit a living creature with your Blade of Blood.
2 XP: Greater Bloodseeking: Your Blade of Blood pulls more life energy with each hit. You gain 1 more life each time you hit a living creature, up to the damage dealt by the Blade of Blood. Each time you take this progression, it costs 1 more XP. Requires Bloodseeking.
3 XP: Viscous: You can attack opponents up to 10 feet away with your Blade of Blood.
4 XP: Improved Viscosity: The range at which you can attack with your Blade of Blood improves by 5 feet. Each time you take this progression, it costs 1 more XP. Requires Viscous.
3 XP: Blood Shield: You can create a shield of blood instead of a blade. This costs 1 Vitality and 2 Life, as the shield requires more blood to be effective. This shield provides a +1 to active Defense. This bonus stacks with any other Active Defenses you have, including more Shields of Blood. It has 5 Life and 1 Damage Resistance.
4 XP: Sanguine Power: You can create more than one blade of blood at a time. Each time you take this progression, the maximum number of Blades of Blood [or Shields of Blood] you can control at once increases by 1. Each time you take Sanguine Power, it costs 2 more XP.
Multiple Blades of Blood
When you take the Sanguine Power progression of Blades of Blood, it allows you to have two Blades of Blood [Dual wielding], a Blade of Blood and a Shield of Blood, or two Shields of Blood [The bonuses from multiple shields stack].
However, when you take it a second time, you can have as many as 3 blades of blood, which you could attack with all as one action. If you attack with more than 3 weapons in an action, you take a -4 penalty to all attacks for each weapon beyond the first, as per normal dual wielding. Thus, two attacks in a round gives a -4 to each attack, 3 attacks at -8, and 4 attacks at -12.
The Two Weapon Warrior Perk reduces these penalties to -2 for the second weapon, but still -4 for each weapon after that. So, with that perk, two attacks would be made at -2, and three attacks would be made a -6, and 4 attacks at -10.
--Shards of blood: You can crystallize portions of your blood, and fire them at your opponents. These blood bullets erupt from the skin, and fly towards your target. As an action, you may make an attack roll to hit any target within 30 feet. You take 1 Life every time you fire a shard of blood. You deal 1d4 damage on a hit.
Shards of Blood Progression: 2 XP: Rapid Fire: You may fire an extra shard with an attack action. All shards fired in one action are against the same target, and you lose 1 Life per shard fired. You roll your attacks separately for each shard. You may only fir one extra shard per level of Rapid Fire you have. Each time you take Rapid Fire, it costs 1 more XP.
2 XP: Farther: The maximum range of your shards improves by 10 feet.
4 XP: Blood Gout: You may instead fire a large spear of crystallized blood. This deals 3 Life to you, and deals 3d6 damage on a hit. You can not Rapid Fire a Blood Gout.
--Blood Clot: You steel your blood, reducing the impact of blows and granting you 1 Damage Resistance. It takes an action to activate this ability, and you pay 1 Vitality per round to maintain it.
Blood Clot Progression: 4 XP: Extended 1: Blood Clot costs 1 Vitality per [Athleticism score] rounds to maintain.
7 XP: Extended 2: Blood Clot costs 1 Vitality per minute to maintain. Requires Extended 1.
10 XP: Extended 3: Blood Clot costs 1 Vitality per [Athleticism score] minutes to maintain. Requires Extended 2.
6 XP: High Platelet Count: Your damage resistance improves by 1. Each time you take this progression, it costs 2 more XP.
--Blood Lust: The sight and smell of an enemy's blood sends you into a frenzy. Whenever you hit an opponent, you may pay 1 Vitality to go into a bloodlust until the end of your next turn. While in a bloodlust, you gain +4 Attack, +2 to all damage rolls, and -2 Defense.
Blood Lust Progression: 2 XP: Bloodhunt: Your bonus to attack improves by 2. Each time you take this progression, it costs 1 more XP. 2 XP: Bloodgreed: Your bonus to damage improves by 1. Each time you take this progression, it costs 1 more XP. 3 XP: Extended: The bloodlust lasts for [Athleticism] rounds after being activated.
Blood Magic costs 8 XP to learn.
Blood Magic Progression: 4 XP: Learn another spell.
Body Manipulation
Body Manipulation: You can control bodies.
When you take this ability, you learn any one of the following spells:
--Blood Puppet: You can control a person's movements using their blood.
This ability may only be activated by successfully touching a living creature with blood (an Attack roll, if during combat). After physical contact has been obtained, you may spend 2 Vitality to begin the link.
As long as this link is established, you are in complete control of the target's movements. Every round after the link is established, the target may make a Willpower, opposed by your Willpower roll. If the target succeeds, they take their next turn normally and the link is broken. If physical contact between you and your puppet is ever broken, the link is broken immediately.
While the link is in effect, your puppet does not act during its turn. If you move, you may pull your target with you. You may spend one of your actions to make your puppet Attack for you. If you would be hit by an attack while you control a puppet, you may make a Reflexes check against the target's Attack roll to interpose your puppet, having it take the damage in your place. While under your control, the Puppet takes a -2 penalty on all rolls, and takes a -4 penalty to Defense, since its movements are difficult to control.
You can control any number of blood puppets simultaneously.
Blood Puppet Progression: 4 XP: Sanguine Control: You gain better control of your puppet. The -2 penalty drops to -1, and the -4 Defense penalty drops to -2.
6 XP: Sanguine Mastery: You gain total control of your puppet. Your puppet takes no penalties to any rolls or Defense. Requires Sanguine Control.
4 XP: Bloody Strings: You can maintain the link over very short distances. After making the initial link, you may move your puppet up to 10 feet away from you without breaking the link.
2 XP: Farther: The max distance your Blood puppet can go increases by 10 feet. Requires Bloody Strings.
4 XP: Puppet Novice: After the first round, your puppet gets a check to break free once every [Toughness score] rounds, instead of every round.
7 XP: Puppet Disciple: After the first round, your puppet gets a check to break free once every minute, instead of once every [Toughness] rounds. Requires Puppet Novice.
10 XP: Puppet Master: After the first round, your puppet gets a check to break free once every [Toughness score] minutes, instead of every minute. Requires Puppet Disciple.
13 XP: Puppet King: After the first round, your puppet gets a check to break free once every hour, instead of every [Toughness] minutes. Requires Puppet Master.
16 XP: Puppet God: After the first round, your puppet gets a check to break free once ever [Toughness] hours, instead of every hour. Requires Puppet King.
--Redirection: By altering their blood flow, you can force a living opponents' attacks to strike elsewhere. When an attack would normally hit and the attacker is within 30 feet, you may spend 1 Vitality to make an opposed Intimidate check to the attacker's Willpower roll. If you win, the attack misses as you force the attack aside. This only applies to melee attacks made by living creatures in the area, but you can redirect attacks that were not aimed at you.
You may only make one redirection per round, no matter how many different kinds of redirections you have [see below]. In addition, you can only redirect actions made by living creatures.
Redirection Progression: 1 XP: Farther: Increases the range by 10 feet.
2 XP: Ranged Redirection: You can also use this ability for Ranged attacks.
3 XP: Forced Redirection: If you beat the opponent's Willpower roll by 5 or more, you may have their attack target change to anyone else within the attacker's range.
4 XP: Mobile Redirection: You can use this ability to change a target's movement. When someone within range takes a move action, before they move, you may spend 1 Vitality to make an Intimidate check opposed by their Willpower. If you succeed, you control their move for the round, as long as they stay within range of your Redirection ability for the entire move.
5 XP: Painful Redirection: For every 10 points you beat their Willpower roll by, you deal 1d6 damage to the opponent as you redirect them in directions their limbs should not bend. Requires Forced Redirection and Mobile Redirection.
8 XP: Crippling Redirection: For every 5 points you beat their Willpower roll by, you deal 1d6 damage to the opponent as you redirect them in directions their limbs should not bend. Requires and does not stack with Painful Redirection.
14 XP: Lethal Redirection: For every 2 points you beat their Willpower roll by, you deal 1d6 damage to the opponent as you redirect them in directions their limbs should not bend. Requires and does not stack with Crippling Redirection.
3 XP: Total Redirection: You may use this ability one additional time per round. Each time you take this progression, it costs 3 more XP.
--Bloodsense: You can sense blood innately the moment a living creature enters within 20 feet of you. You know the exact distance and direction of each living creature in the area at all times.
Bloodsense progression: 2 XP: Greater Bloodsense: The area of your bloodsense improves by 20 feet.
--Bloody Murder: You force someone's blood to attempt to escape the target's body... all at once.
At the cost of 4 Vitality and an action, you may make a living creature within 30 feet take 1d6 + [Toughness] damage and a Crippling Wound. They may reduce the damage by half with a successful Endure check - on a success, they also do not take a Crippling Wound.
Bloody Murder Progression: 2 XP: Stronger: Bloody Murder deals +2 damage. Each time you take this progression, it costs 1 more XP.
2 XP: Deadlier: The target has a -1 penalty to their Endure check. Each time you take this progression, it costs 1 more XP.
2 XP: Farther: The range increases by 20 feet.
Body Manipulation costs 8 XP to learn.
Body Manipulation Progression: 4 XP: Learn another spell.