Introduction to Warpspawn Games


RISEN DEAD (300 PTS) HITS: 100



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RISEN DEAD (300 PTS) HITS: 100


1D10 Result Type Force Notes

1 Adder


2 Doubler

3 Claw A 20

4 Bite A 30

5 Block D 30

6 Grapple A 10

7 Dead Man Walkin' D 30

8 No Pain D 20

9 Chomp! A 40

0 Relentless D 20

WITCH (300 PTS) HITS: 100


1D10 Result Type Force Notes

1 Adder


2 Doubler

3 Confusion A - Neutralize

4 Call Lightning A 30

5 Mystic Wall D 40

6 Telekinetic Daggers A 20

7 Invoke the Goddess D - Regain 10 Hits

8 Athame A 30

9 Witch-Fu D 20

0 Spirits & Charms D 20

WITCH (450 PTS) HITS: 200


1D10 Result Type Force Notes

1 Adder


2 Doubler

3a Witch-Fu A 20

3b Spell Shield D 20

4 Soul Blast A 40

5 Invoke the Goddess D - Regain 10 Hits

6a Tempus Fugit A - All Out

6b Witch-Fu D 30

7 Hex A - Neutralize

8 Athame A 40

9 Call the Elements D 30

0 Block D 20

DEMON HUNTER (300 PTS) HITS: 100


1D10 Result Type Force Notes

1 Adder


2 Doubler

3 Crossbow A 30

4 Sword A 20

5 Mesh Shirt D 30

6 Charm D - Regain 10 Hits

7 Kung-Fu A 40

8 Daggers & Stakes A 10

9 Kung-Fu D 10

0 Talisman D 40

CREEP-OF-THE-WEEK (400 PTS) HITS: 150


1D10 Result Type Force Notes

1 Adder


2 Doubler

3 Claws A 40

4 Mucous Spit A - Neutralize

5 Scaly Hide D 40

6 Bite A 30

7 Energy Blast A 30

8 Dark Secrets D 40

9 Evil Magic D 30

0 Creep-Fu D 20

WARRIOR DICE


Shadow Warriors

By Brian Rayburn (scarecrowking@unclebear.com)

Shadow Warriors is a background setting for ongoing games. Each character is a being that exists beyond the boundaries of the

mortal sphere. Most can become younger or older at will, but each being of Shadow can recognize another on sight. Most have

long-reaching schemes that they wish to see to fruition. However, with immortality and power comes arrogance, and they see

each other as obstacles in their power plays. Therefore, most attack each other on sight, or at the earliest opportunity. Most

have an unseen (in normal games, at least) mentor, another creature who has been on Earth for centuries amassing power. This

simply gives a background for the character to be and have what he does.

One important difference from the warriors described in the basic rules is that Shadow beings can never truly die, at least not in

a way understandable to mortals. Truly powerful majicks would be needed to permanently banish even one from our plane of

existence, and sorcerers of that caliber are unique, if not extinct. To reflect this in game terms, each time a character is brought

to 1/10 of their starting Hits, they may yield, and no Shadow being can pass the opportunity to know, if even for only a while,

that they held the upper hand. Of course, if a blow brings a character to 0 Hits, the victim is dead.

For a while. See, Shadow creatures can reform. At a cost. Each time this happens, subtract 10 from the Force of one Attack

or Defense, or 10 Hits permanently. The point value of a character reforming this way should be adjusted down as well. The

lost points can be bought again with XP as normal, but if the character dies again, 10 more points have to be subtracted again.

If a character insists on fighting until they are reduced to below 30 points, then that character’s life force is banished back to the

Shadow Realms, to work it’s way back up the ranks of the dark masses to again wield the power to manifest in our realm.

Another difference is that a character actually inhabits a mortal body, even if that body was crafted by the creature’s force of

will. As such, a character is limited to one ‘supernatural’ attack form, such as manifesting claws or spitting a stream of venom.

Many times these traits resemble animal abilities, in a twisted way. Although characters begin with only one supernatural ability,

more can be obtained. Each time you force another Shadow being to reform, you may absorb some of his essence. After

tallying the XP for the battle, if the winner has enough XP to purchase a new Attack or Defense, she may decide to make it the

same type as the defeated character’s supernatural trait. If a defeated character has more than one already, the winner may

choose one. Here’s some examples:

Miranda Thorne and Gregor Kaprov have met in battle in the main building of her mentor’s corporate empire. Both being

beginning characters, each has one supernatural trait. Miranda designated one Attack as ‘Claws’, which she took at Force 30.

Gregor can transform his face during combat, and manifest an Attack as ‘Fanged Bite’, which he allotted 40 Attack Force to.

Miranda gains the upper hand, and rips Gregor’s throat out. Since they were of equal point value, Miranda gains 5 XP. Since

she also made Jasmine yield a few months ago, that brings her to 10XP. She decides to spend the XP immediately, and take on

Gregor’s trait. She decides to keep with the theme set by her Claws, and decides hers will manifest as a more feline

appearance. She places it as the second option of her #4 slot, as ‘Fanged Bite 10’, and is now a 310 pt character. In a few

weeks Gregor will be back. He will have lost 10 points from the Force of one Attack or Defence, or his Hits, but will still have

the trait ‘Fanged Bite 40’, assuming he didn’t subtract the 10 points from that trait. Gregor is now a 290 pt character.

Existing abilities can be improved upon, and even expanded. For example, if a character took ‘Winged Retreat Defense 20’ as

their #6 slot, she could buy ‘Wing Slap Attack 10’ as a new ability at any time she has the XP.

Before a Battle, roll on the chart below to see where your encounter takes place.

1 Beach Uneven footing gives all Attacks –10 Force

2 Alley Roll 1d10 at the beginning of each turn. Someone stumbles upon you and the battle ends if a 1 is rolled.

3 Warehouse Shelves and crates give all Defenses +10 Force

4 Corporate Boardroom Desks, tables, and chairs prevent All Out attacks, treat as a lost attack

5 Place of Darkness Mystic vibes give all Attacks +10 Force

6 Unholy Site Once per Battle, each Immortal may choose to trade any single Defense roll of 40 or higher to heal up to 20 lost Hits

7 Opera House Smooth stage gives all Defenses –10 Force

8 Rocky Ground All Force scores are at –10

9 Parking Garage Roll 1d10 at the beginning of each turn. Someone stumbles upon you and the battle ends if a 1 is rolled.

0 Nexus to the Shadow Realm All Force scores doubled

Shadow Warriors




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