Хельм

Movement Man Earth

Non-Player Character

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Created at 2022/09/02 by Дмитрий Кычиков


Description


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Characteristics
Strength 11 55%
Constitution 12 60%
Size 9 45%
Dexterity 10 50%
Intelligence 12 60%
Power 15 75%
Charisma 19 95%
Attributes
Rune Points () 5
Damage Bonus 0
DEX Strike Rank 3
Hit Points 12
Healing Rate 2
Magic Points 15
Spirit Damage 1D6+3
SIZ Strike Rank 2
Skills
1H Axe (10) 6%
Javelin (10) 50%
Kopis (10) 80%
Medium Shield (15) 70%
Scan (25) 40%
Sing (10) 75%
Spirit Combat (20) 60%
Runes
Air Air 55%
Earth Earth 65%
Fire/Sky Fire/Sky 40%
Moon Moon 10%
Man Man 75%
Movement Movement 85%
Rune Spells
Lightning Air 1
Mist Cloud Air 1
Shield Magic 1
Movement
Ground 8
Passions & Reputation
Honor 75%
Love (Грум) 90%
Love (Семья) 90%
Reputation 6%
Spirit Magic
Bladesharp 5
Heal 4
Mobility 4
Protection 6

Gameplay [Main]
Melee Attacks
Attack Skill Damage SR HP
Kopis 80% 1D8+1 7
/12
Medium Shield 70% 1D4 8
/12
Ranged Attacks
Attack Skill Damage SR Range Special
Thrown Javelin 50% 1D10 3 20m

Powers
  • Lightning (1 Pts): A blast of crackling energy projects from either the hand of or some device held by the caster (a sword, a spear, wand, etc.) towards the target. Each point of Lightning cast causes 1D6 points of damage to a single hit location if the caster overcomes the target with a POW vs. POW resistance roll. No armor protects against this damage, but spells that defend against physical attacks are effective. The Lightning discharge is very bright, very loud, and sets dry, flammable materials on fire.
  • Mist Cloud (1 Pts): This spell creates a bubble of natural-looking mist 2 meters in diameter for every Rune point expended with the spell. Visibility within or through the mist is limited to 1 meter. The cloud can be formed to encircle and thus blind an opponent
  • Shield (1 Pts): This spell protects the wearer from damage. Each point of Shield gives the wearer 2 points of magical armor and 2 points of Countermagic (equivalent to the spirit magic spell). The effects of this spell are cumulative with either Protection or Countermagic. To get past a Shield spell, a spirit or sorcery spell must be at least 1 point stronger than the defense of the shield. This spell does not dissipate when breached. It remains in effect for the full 15-minute duration, or until it is destroyed with Dispel, Neutralize, or Dismiss Magic. If cast on a target already protected by Countermagic, the Countermagic would be Dispelled before the Shield, if possible.

Hit Locations
Hit Location Armor HP Max
19-20 Head 0 4 /4
16-18 L Arm 0 3 /3
13-15 R Arm 0 3 /3
12 Chest 0 5 /5
9-11 Abdomen 0 4 /4
5-8 L Leg 0 4 /4
1-4 R Leg 0 4 /4
Equipment
Equipment