Saturday, June 8, 2013

Companion: Empty Armor Servant:

Sometimes particular items of importance are handed down over generations and improved steadily with time. Sometimes individuals might as well. When the fragmented echo of a soul--otherwise known as a ghost--is so used to being in one area in particular and becomes too close to an item that has been given a great deal of attention, the two may become entangled to the point of the ghost merging with it. One such merged pair is the Empty Armor Servant.

Companion: Empty Armor Servant: The Empty Armor Servant is able to obey commands much like several clockwork golems are able, but also has several other uses both in and out of combat.

HP: 10 / EP: 30 / LP: 0 / SP: 4 / FP:12
Reaction: 3 / Finesse: 11 / Intelligence: 9
Wisdom: 5 / Willpower: 13 / Strength: 25
Speed: 10 (15 feet per second, 5 movement spaces per turn <10 ft x 10 ft per square>)
Elemental Strengths: Air, Metal, Bone
Elemental Weaknesses: Water, Lightning, Slime

Common Drops: Empty Armor, Empty Armor Servant, Ectoplasm

Arm Block (0 FP Each): +1 defense on success. -1 EP per use until EP is gone or recovered by rest or other means.

Club II (0 FP Each): 5 damage on success against armor-less targets. Uses two joined hands, a club, rock or improvised weapon as a club to strike an opponent.

Hold (1 FP Each): Attempts to hold an opponent or a part of their opponent so as to prevent offensive attack from that part while it is held. While held, unless an opponent is able to stalemate the hold or break free, additional attacks may be dealt afterward either by the one holding or by fellow companions and allies of the one holding. Reflexes vs. reflexes to see if hold succeeds. Strength vs. Strength for resisting and breaking free of hold if succeeds.

Learn (2 FP): The owner may start to teach the Empty Armor Servant a natural or ghostly ability. Each ability's learning rate and level depends on the level of the owner and the level of their connection to their Empty Armor Servant.

Kick III (0 FP Each): 3 damage on success against armor-less targets.

Punch IV (0 FP Each): 4 damage on success against armor-less targets.

Repeat Message (1 FP Each): The Empty Armor Servant repeats imagery and sound of something that it has heard for its owner via a mental link when it passes into them.

Run (1 FP Each): Moving at a character's current max speed for a duration equal to six movement spaces before further focus is needed.

Set Trap (1FP minimum): A Empty Armor Servant is able to place a trap item that is demonstrated to it twice that needs 3FP or less to work.

Shriek: Check Willpower of opponent when used, if less than 15, -1 SP. May only be used once per combat to affect sanity.

Steal II (2 FP Each): Attempt to steal something hidden in a pocket or otherwise unguarded area with some skill.

Tackle and Choke III (0 FP): 6 damage on success against armor-less targets. Attempts to knock an opponent down and choke the life out of them.

Test of Sanity II (2 FP): The Empty Armor Servant uses its spectral nature to reveal a horrific aspect of the universe potentially unknown to its foe. This deals 3 damage plus 3 sanity points reduction if the foe has less than ten willpower.

Underwater Walk (0 FP): Technically, this companion does not and cannot swim. However, it is very capable of walking into and under the water with the same speed it does on land, for the same duration of time as it has on land

Walk (0 FP Each): Moving at half a character's current max speed, rounded up.

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