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Guest
Guest
What makes a character manly is the ability to survive situations where it is ALMOST impossible to live through.
Fast Talker: REQs LVL 9 INT 6 SPCH 80% A combination of talking speedily and saying the right things allow your character to convince laymen that you possess credentials of some sort.
Bouncers at the door wont let you in. HAH Im an electrician here to help with the lighting. Guards at the door dont believe you should be let into the compound, but Im a scientist I work here.
Desperate Act: LVL 21 STR 8 END 8 A combination of pain tolerance, high damage threshhold, and grit determination allows your character to make one final action after a death blow assuming he/she makes a luck role. (luck X 5 percent chance of working)
Ha you might have sent me to Hell, but IM TAKING YOU WITH ME!!!!!
Or maybe just a chance to survive against all odds.
Dramatic Death: LVL 24 LCK 8 Your character may only go out in a blaze of glory; normal hits are just unworthy to kill the character. Your character still takes damage from normal hits but can no longer be killed by them. The penalty, however, is that you take x10 damage from critical hits.
Ha you didnt kill me with all your assualt rifles shooting me like mad for a whole round; it took that guy with a vindicator who hit me for 6,000 damage to kill me.
Desert Warrior: LVL 12 END 6 OUT 100% Your character has adapted to life in the desert and as such has an inherent advantadge while fighting there. (20% sneak bonus, +1 inherent bonus to perception, +5 bonus to damage while in desert terrain. Also could make the character require less food/water if such things were implemented.)
("Here on Arrakis we need Desert Power" Duke Leto Atreides)
Also on a side note I always felt that outdoorsman should have more use to it than just avoiding random encounters. Like maybe have a surprise attack on enemies, combat round free of returning fire because enemy was surprised. I mean since weather modifiers aren't really implemented, outdoorsman is just how skillful you are at avoiding encounters; that just seems to defeat the concept of the manly ranger character type. The guy who lives off the land, at home in his element, and shrugs off rain, snow, and desert heat.
(With respect to White Wolf's Adventure RPG, part of the Trinity Series for some of the ideas)
Fast Talker: REQs LVL 9 INT 6 SPCH 80% A combination of talking speedily and saying the right things allow your character to convince laymen that you possess credentials of some sort.
Bouncers at the door wont let you in. HAH Im an electrician here to help with the lighting. Guards at the door dont believe you should be let into the compound, but Im a scientist I work here.
Desperate Act: LVL 21 STR 8 END 8 A combination of pain tolerance, high damage threshhold, and grit determination allows your character to make one final action after a death blow assuming he/she makes a luck role. (luck X 5 percent chance of working)
Ha you might have sent me to Hell, but IM TAKING YOU WITH ME!!!!!
Or maybe just a chance to survive against all odds.
Dramatic Death: LVL 24 LCK 8 Your character may only go out in a blaze of glory; normal hits are just unworthy to kill the character. Your character still takes damage from normal hits but can no longer be killed by them. The penalty, however, is that you take x10 damage from critical hits.
Ha you didnt kill me with all your assualt rifles shooting me like mad for a whole round; it took that guy with a vindicator who hit me for 6,000 damage to kill me.
Desert Warrior: LVL 12 END 6 OUT 100% Your character has adapted to life in the desert and as such has an inherent advantadge while fighting there. (20% sneak bonus, +1 inherent bonus to perception, +5 bonus to damage while in desert terrain. Also could make the character require less food/water if such things were implemented.)
("Here on Arrakis we need Desert Power" Duke Leto Atreides)
Also on a side note I always felt that outdoorsman should have more use to it than just avoiding random encounters. Like maybe have a surprise attack on enemies, combat round free of returning fire because enemy was surprised. I mean since weather modifiers aren't really implemented, outdoorsman is just how skillful you are at avoiding encounters; that just seems to defeat the concept of the manly ranger character type. The guy who lives off the land, at home in his element, and shrugs off rain, snow, and desert heat.
(With respect to White Wolf's Adventure RPG, part of the Trinity Series for some of the ideas)