RTJ Information.   Posted by The Gate.Group: 0
The Gate
 GM, 1 post
 Find the Key
 To be Free
Wed 23 Dec 2020
at 11:07
RTJ Information
Sex:
Male or Female

Gender Identity:
Cisgender, Transgender, Agender, etc.

Race:
Human, Elf, Half-Elf, Dwarf, Hellspawn, Angelic, Undead

Class:
Melee:

-Warrior
-Barbarian
-Samurai
-Militaryman

Melee Holy:
-Paladin
-Inquisitor
-Crusader
-Unholy Slayer

Melee Evil:

-Assassin
-Mercenary
-Wingclipper

Melee Pure:
-Monk
-Lightmonk
-Darkmonk

Stealth:

-Thief
-Sniper
-Outlaw

Ranged:

Archery and Beastery:
-Shortbow Archer
-Longbow Archer
-Houndmaster
-Tamer

Gunsmen:
-Gunslinger
-Rifleman
-Pistoleer

Morale and Utility

-Bard
-Jester
-Alchemist

Characteristics: (from 0-20)
Strength:
Dexterity:
Initiative:
Vitality:
Intelligence:
Charisma:
Sanity:
Conviction:

Magic:
White Magic:
-Cleric
Worshiper of Aseyy, God of Life and Miracles
-Worshiper of Rhaai, God of Battle
-Worshiper of Arunn, God of Justice

Grey Magic:
-Mage
-Worshiper of Chronoa, God of Time
-Worshiper of Logos, God of Intelligence
-Worshiper of Urien, God of Peace

Black Magic:

-Warlock
-Worshiper of Oio, God of Death
-Worshiper of Pyokria, God of Fire
-Worshiper of  Cryokria, God of Cold

Chaos Magic:
-Chaos Mage
-Worshiper of Ctothkia, God of Chaos
-Worshiper of Othonia, God of Hate
-Worshiper of X, God of the Void

Alignment:
Aspect of Law
Aspect of Good
Lawful Good
Neutral Good
Chaotic Good
Lawful Neutral
True Neutral
Chaotic Neutral
Lawful Evil
Neutral Evil
Chaotic Evil
Aspect of Evil
Aspect of Chaos

Weapon Skill: (from 0-5)

One Handed Sword
Two Handed Sword
Axe
Katana
Dagger
Hammer
Greathammer
Mace
Flail
Tome
Staff

Melee Skills: (Choose up to 6 entry skills. Rank 1-3)
Entry Skills:

Heavy Thrust
Shield Bash
Haymaker
Battle Care
Endurance
Inspiring Speech
Taunt
Lesser Stealth
Backstab
Poison Blade
Adrenaline
Lacerate
Throat Slit

Intermediate Skills: (Level 10+)

Greater Heavy Thrust
Shield Bludgeon
Haymaker Confirm
Greater Battle Care
Greater Endurance
Greater Stealth
Spine Break
Greater Poison Blade
Amputate
Decapitate
Mauling
Rage
Eye Gouge
Shroud

Master Skills: (Level 15+)

Fury
Obliterate
Eviscerate
Skull Smash
Neck Snap
Shadowstrike
Killing Blow

Magic Spells:

Conjuration:
0th Level:


Splash Acid
-Usable by Mages and Alchemists
-You hurl a bubble of Acid at a creature you can see. Does 1d6 damage. No save.

Splash Poison
-Usable by Mages and Alchemists
-You hurl a bubble of Poison at a creature you can see. Does 1d12 damage over time. Vitality Save.

Create Bonfire
-Usable by Mages and Alchemists
-You create a Bonfire on a spot on the ground which you can see. Flammable objects which are not being worn have a 25% chance to ignite each turn.

Infestation
-Usable by Mages
-You create a swarm of fleas on a creature you can see. Does 1d6 damage. Reduces Accuracy. No save.

Magic Hand
-Usable by Mages, Alchemists, and Bards
-You create a small Spectral Hand that you can control to pick up objects, open doors and chests, etc. Cannot attack, cause damage, or activate items.

Produce Minor Flame
-Usable by Mages
-You create a small flickering Flame in your hand which harms neither you nor your equipment. It dimly lights up the room or space you are in. Cannot be used as an attack.

Produce Minor Spectral Blades
-Usable by Mages and Alchemists
-You create a circle of Minor Spectral Blades around you for one turn. Any creature which physically attacks you with a melee weapon will take 1d6 damage. No Save.

Whispering
-Usable by Mages, Alchemists, Jesters, and Bards
-You create a whispering sound in a creature's ear that you can see. Weak creatures, or creatures with very low Morale, may be inflicted with Fear, unless they are already Broken, in which case this spell may cause Horror or even a Heart Attack. This spell cannot cause Fear or Horror in Allied characters. When used on an Allied character, they will simply receive a message in a language they can understand.

Frost Ray
-Usable by Mages and Alchemists
-You create a small Ray of freezing air, which on contact with a creature deals 1d3 damage. When used in cold temperatures, can cause Slow or Hold. No Save.

Spark
-Usable by Mages, Alchemists, Jesters, and Bards
-You create a small Spark which has a good chance to Ignite flammable objects.

Divination
Guidance
-Usable by Mages
-After casting, on the Target's next Saving Throw that fails, re-roll with a +2 Saving Throw chance

True Strike
-Usable by Mages and Bards
-After casting, on the Target's next Attack that Causes a Saving Throw, Save is 2x harder.

Detect Magic
-Usable by Mages
-Cast while touching an object or creature. You can detect magical auras, vestiges, and after effects. The amount of information revealed depends on how long you touch the object.
For one Turn, you will know if there is anything magical about the object
For two Turns, you will know what exactly about the object is magical
For three Turns, you will know if a living creature caused the magical interference, and in which direction they went
For four Turns, you will know the creatures Truename, if you can speak that language.

Detect Poison
-Usable by Mages
-Cast while touching an object or creature. You can detect if the object or creature is poisonous, or has been poisoned.

Detect Trap
-Usable by Mages
-Cast while standing still in an area. You have a 50% chance to detect a trap in the area you are in.

Protection:
0th Level


Minor Resist Melee
-Usable by Mages and Bards
-The Target takes less damage from the next time they are attacked with a melee weapon. Cannot be used at the same time as other level 0 Protection Magic, besides Alarm.

Minor Resist Magic
-Usable  by Mages and Bards
-On the Target's next Saving Throw resulting from a Magic attack or effect, +1 Saving Throw. Cannot be used at the same time as other level 0 Protection Magic, besides Alarm.

Minor Resist Ranged
-Usable by Mages and Bards
-The Target takes less damage from the next time they are attacked with a ranged weapon. Cannot be used at the same time as other level 0 Protection Magic, besides Alarm.

Alarm
-Usable by Mages, Alchemists, Jesters, Bards, Thieves, Snipers, Outlaws, Assassins, Mercenaries, Rangers, Gunsmen.
-Set a magical Alarm on an object. If a non-allied creature enters or interacts with the object you have Alarmed, a mental noise will alert you to the intrusion. The Alarm is not audible and will wake you up if you're sleeping.

This message was last edited by the GM at 22:32, Sun 27 Dec 2020.