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Immortalize Solar Knight Gifts

Because we've decided that she's our pal, here are the Solar Knight's gifts and weapon. Which can be taken, but I think she earned its usage.


Brainsmasher

Weapon

A large weapon carried by the solar knight. She insists it’s the weapon best suited for her with no small amount of embarrassment. The number of scars and buried viscera in this weapon confirms her story.

Weapon Specialization: +4 Roll to Do, -2 Roll to Dye

Punch Drunk: If you deal 10 or more damage with this Weapon during an Act, target is knocked back 5 squares. If you collide with an object deal an additional 1d6 damage. If you deal 20 or more damage with this Weapon during an Act, target is dazed and cannot lock in a dice off of a Roll to Dye. If you deal 30 or more damage with this weapon during an Act target is stunned and cannot Act during their next turn (once per session).

Eternal Wheel: Ignite to gain a stack of Charge. For each stack of Charge when you next attack, move up to 5 squares and perform an additional attack with identical bonuses to the original attack.


Sacred Fulguris

Belief - Sacred

The magic of the gods, manipulation of flame cast on the rays of the sun. A peerlessly powerful magic only granted to their most trusted servants. The paladins of Lutanis rejected you for their order. Why does the flame respond to you now?

Suncasting: Roll to Dye to begin channeling your own energy and the energy of the sun around you. Regain HP equal to the lowest Attribute dice rolled in this way. Record the number rolled during this Roll to Dye. You may, at any point, perform any action recorded on this gift with an equal or lower Casting number as a free action.

Casting

10 Sunbolt: Roll to Do to strike the target with purified holy flame. Range 50’. Deals double damage to undead.

15 Sun’s Might: Non-combat physical actions gain a 3d6 bonus on all rolls. You take 2 less damage from all sources, and gain Boost at the beginning of each Act.

50 Mend Flesh: Target Rolls to Recover and heals one wound.

You may learn more spells during your travels or through your development of Sacred Fulguris.

Proficiency: Grants a bonus to your development of Sacred Fulguris.


Heretical Brand

Brand

As one of the transgressors, you were unable to escape you punitive measures of your order unscathed.

Heretical Brand: Sustain 1d6 damage every 2 hours. This interrupts sleep or rest, and as such you cannot regain health or wounds from resting.

Deficiency: Grants a penalty to Sacred Fulguris.


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