Riddle of Warcraft
Sisällysluettelo
Character Creation
Pick
Pick | Race | Attributes | Skills | Proficiency | Wealth | Gifts and Flaws |
---|---|---|---|---|---|---|
A+ | Ethereal, Mag'har | n/a | n/a | n/a | Trade Prince | n/a |
A | Orc | 47 | 6/6 | 14 (max 8) | 1000g and magical item | 2 Major Gift |
B | Tauren, Troll | 43 | 6/7 | 9 (max 7) | 500g | 1 Major Gift |
C | Blood Elf, Undead | 39 | 7/7 | 6 (max 5) | 200g | 1 Major Gift, 1 Minor Flaw |
D | Goblin | 35 | 8/8 | 4 | 50g | 1 Minor gift and flaw or none |
E | Ogre | 31 | 9/9 | 2 | 10g | 1 Major flaw, 1 Minor gift |
F | Hobgoblin | 27 | 9 | 0 | None and a stick for a weapon | 1 Major flaw, 1 Minor flaw |
Races
Race | "Benefits" |
---|---|
Orc | +2 St, +1 To, +1 En, +1 Axe starting proficiency, Blood rage |
Tauren | +2 To, +1 Ht, Warstomp |
Troll | +2 Ht, +1 Ag, +2 dice to resist bleed and it's effects, +1 Bow starting proficiency |
Blood Elf | +1 Ma, +1 Wt, -1 St, Arcane addiction |
Undead | +1 WP, Need not eat, drink, breath and etc. Can't be poisoned or diseased. Immune to fear. Is undead. |
Goblin | +2 Ma, +1 Ag, -1 St, -1 To, -1 En, Time is money friend. |
Ogre | +3 St, +1 To, -3 Ma, -2 Wt, -1 WP |
Hobgoblin | -2 Ma, -1 Wt, -1 Wp, -2 Maxium starting profiencies |
Mag'har | +2 St, +1 To, +1 En, +1 Axe starting proficiency, +1 starting totem magic proficiency. |
Ethereal | +2 Ma, +2 Wt, +1 Wp, +1 Ag, +1 Starting arcane proficiency. |
Abilities
Ability | Effect |
---|---|
Blood Rage | Can ignore wounding penalties, roll endurance versus current pain or suffer fatigue. |
Arcane addiction | Gain spell "Arcane torrent". Suffer increasing penalties to mental attributes if missing on mana for extended period. |
Arcane Torrent | Leech source of mana destroying or damaging it in process. |
Time is money friend | Increase Wealth pick by one, Trade Prince being above A. Gain Capitalist skill pack. Gain Greed flaw. |
Warstomp | Activation cost (4), allocate pool versus any up to all targets engaged. On success, target checks for knockdown at 7+total successes rolled in this manouver. |
Gifts and Flaws
Improved racial pick (Major Gift) Improve your race pick by one. May go over A.
Druid (major gift)
Tauren only. Access to feral combat proficiency and healing cantrips.
Shaman (major gift)
Orc, Troll and Tauren only. Access to totem magic proficiency.
Paladin (major gift)
Blood elf only. Gain one additional spiritual attribute. Gain increased benefit to dice pools from spiritual attributes.
Demonologist (major gift)
Any non-Tauren. Gain access to demon summoning proficiency.
Arcanist (major or minor gift)
Any non-Tauren, non-Hobgoblin. Gain access to arcane proficiency and arcane cantrips. Minor gains only access to arcane cantrips.
Priest (major or minor gift)
Light: Blood elf, Goblin. Gain access to holy proficiency and healing cantrips. Minor only gains healing cantrips.
Shadow: Troll, Undead. Major: Gain access to shadow proficiency. Minor gets nothing.
Magical item (major gift)
Exalted reputation (major or minor gift)
Pet (minor gift)
Hated (major or minor flaw)
Base mana pool and mana regeneration rates
Race | Manapool | Mana/prof | Mana/Wt or Ma | Mana regen | Mana regen/WP |
---|---|---|---|---|---|
Orc | 10 | 1/3 | 2/3 | 1/h | 1/3 /h |
Tauren | 12 | 1/2 | 1 | 1/h | 1/2 /h |
Troll | 12 | 1/2 | 1 | 1/h | 1/2 /h |
Blood elf | 20 | 1 | 2 | None | 1/d |
Goblin | 15 | 2/3 | 3/2 | 1/h | 2/3 /h |
Ogre | 12 | 1/2 | 1 | 1/h | 1/2 /h |
Hobgoblin | 5 | 1/4 | 1/2 | 1/d | 1/d |
Ethereal | 20 | 1 | 2 | 2/h | 1/h |
Mag'har | 10 | 1/3 | 2/3 | 1/h | 1/3 /h |
New proficiencies
Arcane (magical)
- Arcane blast (1, 2 mana): Range 50m, TN 7, DMG WP-2. Can Spend mana (not combat pool) for additional dice.
- Arcane missiles (3, 2 mana): Range 50m. TN 8, DMG WP-2. For each success, gain one point of charge. Each time you would take an action, you can choose to spend a charge and fire another missile that automatically hits the previus target at one success, dealing WP+n damage, where n is number of turns since casting. You can spend additional charges for extra dice (TN 5). If you spent no charges during your action, you lose all the remaining charges and the spell ends.
Feral combat (magical)
- Bash
- Bite
- Claw
- Dodge
- Grab
- ?
Fire (magical)
- Fireball (1, 2 mana): 40m, TN 8, DMG WP. TN lowered versus targets on fire by 2.
- Combustion (3, 2 mana): 40m, TN 7, DMG WP-5. Target must roll for reflex TN 6 + success or catch on fire.
- Cauterize (7, 10 mana): Self. TN 7. Gain 50 pain. Become invulnerable and unaffected by any shock, bloodloss or pain. Do not remove pain accumulated. Remove any shock suffered. After number of success in turns, the aforementioned immunity fades and you die if you would gain no pool due pain.
- Pyroblast
Frost (magical)
- Ice lance
- Cone of cold
- Frostbolt
- Frostnova
Demonology (magical)
- Summon demon
- Drain life
- Metamorphosis
Holy (magical)
- Smite
- Heal
- Penance
- Shield
Shadow (magical)
- Shadow word: Pain
- Summon shadowfiend
- Drain mana
Spells
Example spell (required proficiency level, cost to learn)
- Requirements
- Effects
- Cost
Raise dead (Holy 5, 3 SA)
- Target body must be within arms reach of the caster, if torn into pieces, pieces must be collected and brought together.
- Body is fully mended and brought back to life
- 10 minutes, 10 mana, caster must spend 5 SA - if unable, one random attribute will be reduced by one permanently.
Soulstone resurrection (Demonology 5, 1 SA, teached by most demons summoned)
- Caster must posess atleast a piece of targets body that was alive and still part of the target at the moment of his demise. Ashes will do just fine.
- New body for the target is formed and he should be returned to it from the afterlife. Caster rolls Demonolgy vs. TN 5+times used on this target to fully controll the process.
- 1 hour, 20 mana, one sentinent soul trapped in a gem.
Trap soul (Demonology 3, 1 SA, teached by all summoned demons)
- Bound, helpless or willing sentinent victim.
- A gem is filed with targets soul, ready to be used how the warlock sees fit.
- 10 minutes, victim is sacrificed in a bloody ritual, a gem (market price for suitable gem around 10 gold)
Returning (Totem magic 7, 5 SA)
- Caster must have a magical ankh on his person at the moment of his demise.
- When the target dies, his soul retreats into his ankh and his manapool is emptied. Each turn he regenerates one hours worth of mana. At any time he can pay the cost of this spell to return to life.
- 1 second, 15 mana, Magical ankh crubles to dust.