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HEROES FOR HIRE

WE ARE A GROUP OF LIVE ACTION ROLEPLAYERS BASED IN PLYMOUTH WHO SPEND A FEW SUNDAYS RUNNING ROUND THE WOODS AND HAVING A GOOD LAUGH. WE GO TO PLYM WOODS, CANN WOODS, GOODAMEAVY, SHAUGH PRIOR AND BURRATOUR RESERVOIR
 
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 ..BEASTMAN.. Currently Test Playing

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Posts : 144
Join date : 2009-07-10
Age : 48
Location : Im lost........Help

..BEASTMAN.. Currently Test Playing Empty
PostSubject: ..BEASTMAN.. Currently Test Playing   ..BEASTMAN.. Currently Test Playing Icon_minitimeSat Aug 08, 2009 4:37 am

Starting Kit
Short Weapon Use
Short weapon of your choice
Leather armour
Speak & Read/Write Knoll
Night Vision
Cast Iron Gut
2 Hit Points per Location, 1 Floating Hit and 5 Life Points

# Cast Iron Gut - Beastmen will eat and drink anything...and anyone, yet they never seem to suffer. Anything you eat or drink no matter how vile, diseased, poisoned or just gross will have any effect on you. You can still contract diseases and be poisoned by other means, so you may want to invest in a knife and fork.

# Night Vision - Beastmen can see perfectly well in natural zero light conditions.

Hindrances
Cannot wear armour heavier than studded leather and may not layer armour.
Can only speak Low Common.

Primary Skills Available

Recognise Wounds (1)
Bind Wounds (2)
Long Weapon Use (2)
Double Handed Weapon Use (3)
Unarmed Combat (3)
Either Handed Use (4)
Frenzy* (4)
Strength Training (5)
Fitness Training (5)
Dexterity Training (5)
Disease Immunity (6)
Toxin Resistance (6)

# Frenzy – The player may call “Frenzy” and gain +1 damage bonus for the duration of the encounter, but will not stop fighting whilst there are what he considers to be enemies still standing.

# Toxin Resistance – An extra encounter is required in order for poisons to take effect. Venoms will not take effect for 1 minute, normal venom rules then apply.

Secondary Skills Available

Disarm* (4) or Weapon Mastery (4)
Strike Mighty Blow* (4) or Follow / Read Tracks (4) (1-5)
Unarmed Combat Mastery (5) or Poison Immunity (6)
Camouflage Self (6) or Sixth Sense (5)
Beastial Grace (6) or Dexterity Mastery (6)
Fitness Mastery (7) or Strength Mastery (7)

# Disarm – You may force you opponent to drop their weapon when you use this ability (to activate this ability, you must hit their weapon)

# Camouflage Self – As per Wild Meld, but 1 minute duration, and only usable Once per encounter.

# Strike Mighty Blow – The player may either call “Strikedown” or “Destroy Shield” with each use of this ability.

# Unarmed Combat Mastery – Player does +1 damage with their hand to hand combat attacks and they may now cause Lethal damage with their hands.

# Fitness Mastery – This is exactly the same as fitness training adding 1 hit per location and 1 life point, but fitness training must be bought first. You also ignore penalties for life point loss until you get to 1 life point.

# Strength Mastery – You gain +1 damage to all melee and thrown combat. You also gain 1 “Burst of Strength” ability.

# Dexterity Mastery – You gain +1 floating hit and 1 “Dodge” ability.

# Sixth Sense - Referees will warn you of dangerous situations/traps and such like.

# Beastial Grace - Once per adventure you may perfom an act of agility that is almost unbelievable. Catching the arrow about to kill a friend, dodge the bolt of lightning or balance on the smallest of ledges. As long as it requires agility you can pull it off. (ref's discretion)


Mutations

Iron Hard Skin* (5) or Regeneration* (5)
Feline Swiftness* (4) or Body Barbs (6)
Magic Resistance (4) or Fearsome Visage (3)
Savage Claws (6) or Magical Strike (7)
Adrenaline Surge* (7) or Spell Reflection* ( 8 )


# Iron Hard Skin - This may be bought 3 times. Your skin thickens and you gain an additional 2 hit point to all locations, the second time you buy this you lose the ability to wear studded leather armour. The third time you buy it you may no longer wear any armour.

# Adrenaline Surge - This may be bought multiple times. By declaring "Adrenaline Surge" you can call an additional 2 points of damage to all your melee attacks for the rest of the encounter. May onle be used once per encounter.

# Feline Swiftness - This may be bought multiple times. You gain 1 "Dodge" ability each time you buy this mutation. Dodges may be used against any non magical attack you are aware of. Combined with Sixth Sense this mutation is even more useful.

# Body Barbs - You can pop out small razor sharp spines all over your body and back locations that cause 1 point of through damage to anything touching you. It takes a few seconds to force the barbs in/out and once out you have to be careful not to let your friends touch you, though they are quite obvious to see. You may call damage once every ten seconds when grappled...most people should let go after the first damage.

# Magic Resistance - You gain 3 Defys to use during an adventure.

# Fearsome Visage - You have 3 Fear abilitys to use during an adventure. See spell description.

# Regeneration - This mutation may be bought 3 times, the first time gives you the ability to heal 2 points of damage at the end of each encounter. This is raised to 4 and then 6 points. Also once the third level is bought, you lose hit points from blood loss at the rate of 1 every 2 minutes.

# Savage Claws - All of your unarmed combat damage is increased by 2 points.

# Magical Strike - By declaring "Magical Strike" you turn all your unarmed combat damage into magical damage for the rest of the encounter. This does not add any additional damage. Its costs you 2 Life Points to use this ability, these are lost at the end of the encouter but before markup.

# Spell Reflection - This may be bought multiple times. You gain the ability to call "Reflect" against any spells cast at you. This will not work against area of affect spells.
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