Attack Dice | 3 |
---|---|
Defend Dice | 3 |
Body Points | 7 |
Mind Points | 5 |
Feat of Strength | 16 |
Feat of Dexterity | 6 |
Starting Armor | NONE |
Starting Weapons | Horn |
Magical Horn: Your magical horn gives you two abilities: teleportation, and purification. Once per game you may teleport to any part of the board that you have "seen". It will also allow you to cast the pure spell.
Mystical Essence: You are a creature of light and Faerie-Kin. You have a natural magical gift. You may cast 24 manna points of magic (or [1D10 x 4] whichever is higher) from the
Faerie Spells.
Attack Dice | 3-2-1 |
---|---|
Defend Dice | 5 |
Body Points | 5 |
Mind Points | 5 |
Feat of Strength | 7 |
Feat of Dexterity | 7 |
Starting Armor | Tao Cloak |
Starting Weapons | Tao Cloak |
CHAOTIC ESSENCE: You are a creature of dark magic & quasi-undead who learned too late the true nature of chaos magic. You may cast five
chaos spells (or 1D8 whichever is higher), and you dare no more, for more would drag your mind back to chaotic servitude.
TAO CLOAK: This magical cloak is saturated in the life force of the wearer, inbueing it with a life force of its own. This cloak serves as both armor and weapondry. When willed to be a weapon, you first roll 1D10. On a roll of 0-1-2 the cloak attacks with one combat die. On a roll of 3-4-5 the cloak attacks with two combat die. On a roll of 6-7-8-9 the cloak attacks with three combat die.
Attack Dice | 3 |
---|---|
Defend Dice | 3 |
Body Points | 8 |
Mind Points | 5 |
Feat of Strength | 19 |
Feat of Dexterity | 10 |
Starting Armor | NONE |
Starting Weapons | Lazer Pistol w/ 6 Charges |
Mechanical Advantage: Due to your cybernetically enhanced strength and speed, you are a master of hand-to-hand combat, rolling 3 dice even when attacking bare handed. In addition, when you are using any hand-held weapon, you may add two dice to your attack strength.
Temporal Retraction: The Cyborg's internal computer is constantly running and using power. The Cyborg has a special phase that no other character has. At the beginning of his/her "Action" phase, the Cyborg has a "Power" phase. At the beginning of your power phase, you check your Mind Points and roll the appropriate number of dice (see
Cyborg Tables 1.1 -1.8). If the Cyborg's power is high enough, he/she may attempt to initiate a "Temporal Retraction", which is an attempt to pull a weapon from the future by use of the temporal technology in the Cyborg's computer systems.
Magical Disruptiveness: You are an anomaly, and your molecules are not quite in sync with this new reality. Because of this, magic disrupts your temporal field, putting you in a state of flux. If you stay in flux too long, your molecules will break up, and you will disintegrate. Because of this, you cannot TOUCH magical artifacts of any kind.The only exception to this rule is Temporal Magic, which affects you the same as any other character. For each consecutive round that you are in physical contact with a magical artifact (this includes potions), and/or have a spellcaster casting spells adjacent to you, you roll +1 Combat Die (i.e. 1 round = 1 combat die, 2 rounds = 2 combat die, etc.). For each skull rolled, you lose 1 Body Point. If at any time you roll three skulls, your molecules scatter and you disintegrate. The Cyborg is equipped with several weapons from his/her own reality. See
Cyborg Table 1.9 for details.
This has another affect as well. You are not affected by any potions, or any psychological or physiological spells (see Cyborg Table 1.10). You are, however, very susceptible to lightening, as it does double damage, lowering both your Mind Points and Body Points.
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