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Intoxicating Darkness
For all your venting, blood-filled lovey dovey needs! ((Now, with vitamine Random.))
Harrowgate: Necromancy
Weapons:
MELEE
Unarmed: 1d4 (w/o Gloves) C+1 L+2 S+4
Axe 2d10
Sword 1d12 (Fatal)
Shield {1/4[Str]+2}d4^
Dagger 1d8//1d8
Flail 2d8 (Noise)
Mace 3d4
Spear 2d6 (Def.)
Staff 2d4 (Def.)
Improvised 2d4 (Shovel, Plank, 9-Iron, Ect.)

RANGED
Stringed 1d8//1d8 (No Reload, Med. Range, 1/2 Dmg Long Range)
Pistol 1d12 (Medium Range) 6-13
Shotgun 2d20 (Low Range) 2-6 Average
Rifle 2d12 (Inf. Range) 1-5
Assault *5d4 (Low Range, 3/4 Med. Rnage, 1/2 Long Range) 16-32
Explosive {Special} (Double Re-load time) 1

Stats:
Hp- 20
Str- 1 (Adds V.25 B. Dmg. and 3lb per point)
Agi- 1 (Adds 1 B. Dmg Per 5 points. 10+ Points give +1 Dodge.)
Res- 1 (Adds V.5 Hp per point, 5+ Give +1 Ressiliance)
Weight- 75

Armors:
Light- 0-15 lbs
Med.-10-30 lbs
Heavy- 30-100+ lbs

Races:
S'Varin: Last Stand, Inspiration, Craftfulness.
Vannim: Steady Aim, Sinister Strike, Perception
Gnoll: Sacrificial Assault, An Armor of Feathers, Cannibalism
Human: Jack of All Trades.

Proffessions:
Engineering-
Crude Scope- Glass, Tube, Glass, Glue. Gives a +1 Damage modifier on a ranged Weapon.
Shoddy Device- ???. Creates a shoddy device, weapon, or upgrade using various reagents.
Forgery- Fire, Hammer. Allows you to successfully repair steel Armor, Using various metals.
Repair- Hammer, Spanner, Pliers. Allows you to repair Machinery, using various reagents.
Scope- Optic Lense, File, Metal, Tube, Optic Lense. Gives a +3 Damage modifier on Ranged Weapons.
Device- ??? Creates a normal device, weapon or upgrade using various reagents.
Master Repair- Hammer, Spanner, Pliers. Allows you to repair machinery, using less reagents.
Master Scope- Gem, Titanium, Tube, Gem, Flux. Gives +5 damage modifiers on ranged weapons.
Master Device- ???. Creates a normal device, weapon or upgrade using various reagents.


Fortification-
Wooden Barricades- Wood, Wood, Wood, Nails. Creates wooden boxes and the like to keep the zombies at bay.
Paliside- Wood, Wood, Rope. Creates a paliside to detour zombies away from unnoccupied areas.
Heavy Wooden Barricades- Wood, Wood, Wooden Barricades. Stronger than wooden barricades. Thicker wood means more health. Keeps zombies out longer.
Wooden Spikes- Wood, Wood, Bladed Weapon, Wood. Becaus zombies cant get you when they are impaled. Put on a solid object to deal damage to zombies when they attack.
Metal Barricades- Metal, Wood, Nails, Wood. Stronger than wooden barricades, These structures will last longer than before.
Fences- Defensive structure used to keep zombies from entereing unoccupied areas.
Heavy Metal Barricades- Metal, Metal, Wood, Flux. Creates a stronger barricade than metal, and provides a sturdy surface to shoot from.
Rampart- Wooden Spikes, Wooden Spikes, Metal. OR Spear, Spear. Creates stronger spikes to hold the zombies at bay.
Turret- ???, Metal, ???, Ranged weapon. Erects a turrret to help you defend.

Combat/Marksmanship-
Critical Chance- Gives double damage on a dice side of your chocice.
Favored Weapon- Choose a weapon type. You gain a +1 D. Modifier while using this weapon.
Rigerous Training- Choose a stat. Give +1 to it. Can be taken 3 times.
Rigerous Training 2- Choose a stat. Give +1 to it. Can be taken 2 times.
Rigerous Training 3- Choose a stat. Give +2 to it. Can be taken once.
Crit Chance 2- Gives double damage on a dice side of your choice. Can be stacked with Critical Chance.
Favored Weapon 2- Choose a weapon type. You gain +1 D. Modifer while using this weapon. Stacks with Fav. Weapon 1.
Honed Skills- Gives +3 to all stats.
Killing Expert- When you attack a normal Zombie, double damage is dealt to it.


Aid-
Lesser Heal- Allows full effects from Lesser Healing Kits. Healing kits are 3/4 as effective.
Lesser Antibiotics- Allows you to create 'Lesser Antibiotics'
Culinary Skills- Allows you to prepare meals that boost morale and hunger.
Heal- Allows full effects from Healing Kits.
Antibiotics- Allows you to create 'Antibiotics'
Lesser Ressusitate- Allows you to revive an ally to half health.
Master Culinary Skills- Allows you to prepare excelent meals that boost morale and hunger heavily. Also temporarily increases stats.
The Cure- Allows you to create 'Antibody 57-45.'
Master Ressusitate- Allows you to revive an ally to full health.

Scavenging-
Sneak- Allows you to leave combat untill you attack or pick something up.
Lesser Harvest- Takes parts from a machine or structure to be used in other things.
Item Find- Roll a dice. You are rewarded items based upon the roll. (1 per day.)
Reduced Weight- Lowers the weight of all carried Material items by 1/4.
Harvest- Takes more advanced parts from machinery or structures.
Greater Item Find- Roll a dice. You are rewareded better items based on the roll. (1 per day.)
Reduced Weight 2- Reduces the weight of all carried material items by 1/4. Stacks with Reduced Weight.
Greater Harvest- takes even more advanced parts from a machinery or structure, while retaining their fucntionality.
Master Item Find- Roll a dice. You are rewareded the best items based on the roll. (1 per day.)

Gambling- Gambit, Crit Chances, Instakill!
Gambit - For 3 turns, Ignore all incoming damage, but in the next 4, double it.
Critical Chance-Gives double damage on a dice side of your chocice.
Critical Chance 2- Gives double damage on a dice side of your chocice.
Lesser Item Find- Roll a dice. You are rewarded items based upon the roll. (1 per day.)
Lesser Harvest- Takes parts from a machine or structure to be used in other things.
InstaKill!- Allows you to Deal 10 bonus damage to a normal zombie, at the cost of one extra action point.
Crit Chance 3- Gives double damage on a dice side of your chocice.
Crit Chance 4- Gives double damage on a dice side of your chocice.
Gambit 2- For 4 turns, ignore all incoming damage, but in the next 3, double it.


Religous-
Lesser Heal- Allows full effects from Lesser Healing kits. Healing kits are 3/4 as effective/
Holy Water- Water, Bible. Creates Holy Water, Which can be used as a morale booster, or Used to deal 1d20 damage to a zombie.
Zealoticy- Grants 2 bonus Action Points and +3 Bonus Damage when fighting anything BUT a normal zombie.
Heal- Allows the full effect of Healing kits.
Inspiration- Gives +1 Bonus Melee damage and +1 Bonus Ranged damage to Nearby allies.
Instrument Of God- Crucifix. Increases Hp by 5, Str by 1, Agi by 1, and Res. By 2 while carrying a Crucifix.
Burning Crucifixion- Crucifix. Deals 3d20 to the target enemy. Nearby allies are harmed by this attack.
Holy Might- Crucifix. Grants +5 bonus damage while carrying a Crucifix.
Resseruction- Crucifix, Holy Water. Revives an ally to full health.

PM Me 'Necromancy' as the title.

Survivalist-
Minor Trap- Allows the placement of Minor traps.
Favored Enemy- Choose a specific type of Zombie. You gaina +2 Damage modifier when attacking this enemy.
Favored Weapon- Choose a weapon. You gain a +1 Damage Modifier while using this weapon. (Does not stack with Favored Weapon.)
Trap- Allows the placement of strong Traps.
Bloodlust- For every point of health lost below 1/2 total, You gaint a +1 Damage Modifier.
Inpenetrable Defence- For 3 turns, You take no damage, and all nearby zombies will target you.
Lick Your Wounds- Heals yourself for 20% of total Hp. Requires 2 action points.
Minor Heal- Allows the full effects of Lesser Healing Kits. Healing kits are 3/4 as effective.
Lesser Harvest- Takes parts from a machine or structure to be used in other things.



Adv. Stats:
Hunger- 7 (Must eat CONFERTABLY once daily)
Thirst- 7 (1 Half Gallon= 1 Day)
Morale- 3 (1; Depressed. 2; Neutral. 3; Hopefull. 4; Optimistic. 5; Fervorous.)
Fear- 10
Dodge- Per point, Gives you immunity to one Roll. Example; 4. You cannot be damaged by die rolls ='ing 4.
Ressilience- -1 Damage taken per 2 points, -20%chance of being Infected per 4 points.



Skills:
Jast Stand: A S'varin will almost never flee from battle. Gives a +5 Damage Modifier when health drops below 25%.
Inspiration: A S'varin's Allies are inspired by his/her nobility and Courage. They Gain +1 Damage Modifier in Melee Combat.
Craftiness: A S'varin is very skilled with his hands. Gives 3 Talent points to be spent on ONE Proffession.
---
Steady Aim: The Vannim know right where they want it. A Vannim never recieves a range Debuf on long range attacks. (Excluding Shotgun.)
Sinister Strike A Vannim's body is made for stealth. A Vannim deals double damage when attacking an unsuspecting victim.
Perception. Cat-like, The Vannim have very good eyes. They can detect invisible units nearby.
---
Sacrifical Assault: Sacrfices life, ona scale of 2Hp per 1 Bonus Modifier, Up to a maximum of 90% Total health. Cannot be used when you are below 25% Health.
An Armor of Feathers: Any Armor a Gnoll wears is only half as heavy.
Cannibalism: A Gnoll can consume a Non Infected body to heal himself fully, Or risk taking a temporary infection by consuming an Infecteds Body.
---
Jack of All Trades: A human character starts with 6 bonus tallent points, To be used among the Proffessions. You cannot Use more than 2 on a lone ability using this effect.


When you get into combat, You have 3 Action Points. You use Action Points to attack, Change Targets, And help your allies. When you are out of Combat, Your Skills from proffessions take no AP to use. Just be sensable.

The number of the Dice you get, Say it's 6, plus your modifier, let's say it's one, (7), is how much damage you'l deal. In this case, you dealt ten damage.

You get 3 Points to put into your stats. (Str, Agi, Res.)

Have fun!

Maixis
Community Member
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  • User Comments: [1]
    XBlindxKillerX
    Community Member





    Mon Sep 14, 2009 @ 03:37am


    Interesting...
    :3 <3


    User Comments: [1]
     
     
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