Difference between revisions of "Fickle mercenary"
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|size=2 meters |reach=1.5 meters |weight=1200 [[Kilograms]] | |size=2 meters |reach=1.5 meters |weight=1200 [[Kilograms]] | ||
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− | Fickle mercenaries have two hands, and their [[unarmed]] attacks deal 1d6+5 damage ( | + | Fickle mercenaries have two hands, and their [[unarmed]] attacks deal 1d6+5 damage ([[Strongman]] included). |
− | The fickle mercenary has a [[Heavy]] [[Magic-Damage]] '''Void Line''' weapon which it can project from either of its palms: it deals 1d6+ | + | 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 [[cheap actions|cheap 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. | Fickle mercenaries are easily bought: anyone can demand the services of a specific fickle mercenary by taking a [[cheap actions|cheap 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. | ||
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===== Advancement ===== | ===== Advancement ===== | ||
− | '''Pact of Egalitarianism (20 points):''' The fickle mercenary gains two [[Advanced Specialties]], and can form a '''[[Pact]] of Egalitarianism''', which grants the other creature the mercenary's Void Line weapon (which deals 1d6 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 [[cheap actions|cheap 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]]. | + | '''Pact of Egalitarianism (20 points):''' The fickle mercenary gains two [[Advanced Specialties]], 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 [[cheap actions|cheap 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]]. |
Revision as of 09:15, 26 March 2015
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 — 82 points
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AD 5 GD 9 Will 1 HP 2 Toughness 7 | |
Accuracy 1 Save DC 7 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 | |
Weight 1200 Kilograms | |
Basic Specialties Ungrabbable, Offensive, Brutal, Powerful, Sturdy | |
Advanced Specialties Avoider, Ungrabbable 2, Determined, Aggressive 2, Might & Magic 2, Stealthy, Perceptive, Sturdy 2 | |
Extras Big |
Fickle mercenaries have two hands, and their unarmed attacks deal 1d6+5 damage (Strongman 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 cheap 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 two Advanced Specialties, 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 cheap 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.