Difference between revisions of "Fickle mercenary"
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==== Fickle Mercenary ==== | ==== Fickle Mercenary ==== | ||
− | + | {{Jpeg|Fickle Mercenary|300px}} | |
A fickle mercenary is a four-legged, two-armed creature with silvery skin and golden eyes. | A fickle mercenary is a four-legged, two-armed creature with silvery skin and golden eyes. | ||
Fickle mercenaries are moderately smart, and can speak. | Fickle mercenaries are moderately smart, and can speak. | ||
{{Creature | {{Creature | ||
− | |name=Fickle Mercenary |points= | + | |name=Fickle Mercenary |points=98 |tier=Paragon |
|descriptors=[ [[Blooded]] ], [ [[Bony]] ], [ [[Living]] ], [ [[Angel]] ], [ [[Black]] ] | |descriptors=[ [[Blooded]] ], [ [[Bony]] ], [ [[Living]] ], [ [[Angel]] ], [ [[Black]] ] | ||
− | |basicspecialties= | + | |basicspecialties=Stubborn, Offensive, Brutal, Powerful, Sturdy |
− | |advancedspecialties= | + | |advancedspecialties=Aggressive 2, Stealthy, Perceptive, Sturdy 2 |
− | |extras=Big | + | |extras=Big, Might & Magic 2 |
− | |ad= | + | |ad=2 |gd=4 |will=1 |
− | |accuracy= | + | |accuracy=1 |agility=0 |stealth=1 |perception=2 |
|movement=24 meter [[land speed]] with 0.5 meter jump distance. 12 meter [[swim speed]] with 10 meter sink. | |movement=24 meter [[land speed]] with 0.5 meter jump distance. 12 meter [[swim speed]] with 10 meter sink. | ||
− | |hp=2 |toughness= | + | |hp=2 |toughness=7 |
− | | | + | |savedc=4 |muscle=5 |magic=3 |
− | |size=2 meters |reach=1.5 meters | + | |size=2 meters |reach=1.5 meters |weight=1200 [[Kilograms]] |
}} | }} | ||
− | Fickle mercenaries have two hands, and their [[unarmed]] attacks deal 1d6+ | + | Fickle mercenaries have two hands, and their [[unarmed]] attacks deal 1d6+5 damage ([[Muscle]] included). |
− | The fickle mercenary has a [[Heavy]] '''Void Line''' weapon which it can project from either of its palms: it deals 1d6+2 Void damage ( | + | The fickle mercenary has a [[Heavy]] [[Magic-Damage]] '''Void Line''' weapon which it can project from either of its palms: it deals 1d6+2 Void damage ([[Magic Power]] included) to every hit target in a 40 meter line extending from the fickle mercenary. The line passes through obstacles without difficulty. |
− | Fickle mercenaries are easily bought: anyone can demand the services of a specific fickle mercenary by taking a [[ | + | Fickle mercenaries are easily bought: anyone can demand the services of a specific fickle mercenary by taking a [[lesser action]] to ask for its allegiance while within its hearing and spending 4 [[Sacrifice Energy]]. Fickle mercenaries always serve their latest master fully and completely. |
When a character would project an [[Avatar]] of a member of its party, and it could choose to project an [[Avatar]] of a fickle mercenary if it had one in its party, it can choose to project any non-busy fickle mercenary. This does not confer the mercenary's allegiance. | When a character would project an [[Avatar]] of a member of its party, and it could choose to project an [[Avatar]] of a fickle mercenary if it had one in its party, it can choose to project any non-busy fickle mercenary. This does not confer the mercenary's allegiance. | ||
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===== Advancement ===== | ===== Advancement ===== | ||
− | '''Pact of Egalitarianism (20 points):''' The fickle mercenary gains | + | '''Pact of Egalitarianism (20 points):''' The fickle mercenary gains an [[Advanced Specialty]], and can form a '''[[Pact]] of Egalitarianism''', which grants the other creature the mercenary's Void Line weapon (which deals 1d6-1 Void damage before [[Magic Power]] is applied), but requires them to offer their services to anyone willing to pay: anyone can ask for the creature's allegiance while within its hearing as a [[lesser action]] by spending 4 [[Sacrifice Energy]]. The creature is obliged to obey for 3 rounds or until someone else buys its allegiance, whichever comes first. The penalty for '''Breaking the Pact''' is a 6 energy [[Personal Sacrifice]]. |
Latest revision as of 20:03, 16 February 2018
Fickle Mercenary
A fickle mercenary is a four-legged, two-armed creature with silvery skin and golden eyes.
Fickle mercenaries are moderately smart, and can speak.
Fickle Mercenary Paragon — 98 points
| |
AD 2 GD 4 Will 1 HP 2 Toughness 7 | |
Muscle 5 Accuracy 1 Save DC 4 Magic Power 3 | |
Stealth 1 Perception 2 Agility 0 | |
Descriptors [ Blooded ], [ Bony ], [ Living ], [ Angel ], [ Black ] | |
Movement 24 meter land speed with 0.5 meter jump distance. 12 meter swim speed with 10 meter sink. | |
Size 2 meters Reach 1.5 meters | |
Carrying Capacity 320 kilograms Weight 1200 Kilograms | |
Basic Specialties Stubborn, Offensive, Brutal, Powerful, Sturdy | |
Advanced Specialties Aggressive 2, Stealthy, Perceptive, Sturdy 2 | |
Extras Big, Might & Magic 2 |
Fickle mercenaries have two hands, and their unarmed attacks deal 1d6+5 damage (Muscle included).
The fickle mercenary has a Heavy Magic-Damage Void Line weapon which it can project from either of its palms: it deals 1d6+2 Void damage (Magic Power included) to every hit target in a 40 meter line extending from the fickle mercenary. The line passes through obstacles without difficulty.
Fickle mercenaries are easily bought: anyone can demand the services of a specific fickle mercenary by taking a lesser action to ask for its allegiance while within its hearing and spending 4 Sacrifice Energy. Fickle mercenaries always serve their latest master fully and completely.
When a character would project an Avatar of a member of its party, and it could choose to project an Avatar of a fickle mercenary if it had one in its party, it can choose to project any non-busy fickle mercenary. This does not confer the mercenary's allegiance.
Advancement
Pact of Egalitarianism (20 points): The fickle mercenary gains an Advanced Specialty, and can form a Pact of Egalitarianism, which grants the other creature the mercenary's Void Line weapon (which deals 1d6-1 Void damage before Magic Power is applied), but requires them to offer their services to anyone willing to pay: anyone can ask for the creature's allegiance while within its hearing as a lesser action by spending 4 Sacrifice Energy. The creature is obliged to obey for 3 rounds or until someone else buys its allegiance, whichever comes first. The penalty for Breaking the Pact is a 6 energy Personal Sacrifice.