ELF NECROMANCER

LP

19

MP

27

PM

1

PA

3

PE

1

PC

2

IQ

2*

WP

2

PR

2

Lift

60

Carry

30

Land

5"

Climb

1"

Swim

2"

Fly

0
0
0
0
0
0
0
0
0
0
0
Race

Elf

Gender

Male

Height

5' 3"

Height

135lbs

Age

32

Notes

Frail, but deadly agile and accurate, Elves look much like humans, but more slender and with pointy ears. Their race holds a close tie with nature, often blending their societies into it. Openly, elves and dwarves dislike one anoter, and often engage in constant bickering. However, underneath it all, each prefers the other as a trading partner and as traveling companions. Their heritage grants them bonuses to acrobatics, herbalist, Crafting: Wood, and Environmental: Forested.

Weapons

  • Baseball Bat, pg. 46

Foci

  • 1 Glass vial w/ 10 dead flies

Kits

  • Magister Kit, pg. 122

Items

  • 50' nylon rope

Club

Weapon Skill
Cost

1 CP

Range

1"

Challenge Roll

PM vs PA

Damage/Type

1d4+PM, Crushing

Status Effect

N/A

Critical Effect

Knockback

Knockback

Odd Rank pushes target back 1", Even Rank target suffers -1 Defense Roll until the targets next turn.

Cost

2 CP

Range

1"

Challenge Roll

PM vs PA

Damage/Type

1d4+PM, Crushing

Status Effect

Bludgeon

Critical Effect

Bludgeon +1

Bludgeon

A successful attack does an additional 1d4 Crushing damage per Rank.

Disease Cloud

Magic Skill
Cost

1 CP

Range

1" PBAoE

Duration

Instant

Foci

Dead Flies

Challenge Roll

WP vs PE

Damage/Type

1d4, Necrotic

Status Effect

N/A

Critical Effect

+1/2 WP DMG

Cost

2 CP

Range

1”PBAoE

Duration

2 Rounds

Foci

Dead Flies

Challenge Roll

Living - WP vs PE

Undead - WP vs 12

Damage/Type

1d6, Mental

Status Effect

Living: Fatigue; Undead: Rejuvenate

Critical Effect

Living: Weaken; Undead: Fortify

Fatigue

The fatigued target experiences a loss of energy and general lethargy at -1 PE per Rank. A successful Save (WP vs 10 + Fatigue Rank) removes Fatigue.

Fortify

The fortified target benefits from +1 Defense Roll per Rank. Fortify lasts for 1 attack attempt per invested Rank regardless of the attack’s success. Fortify terminates at the beginning of the next Turn.

Rejuvenate

The rejuvenated target benefits from a surge of energy at a rate of +1 PE per Rank.

Weaken

Carry and Lift capacities are reduced by 10 pounds x Rank. An additional -1 Melee damage is dealt per Rank. A successful Save (PE vs 10 + Weaken Rank) removes Weaken.

Telekinesis

Psychic Skill
Cost

2 CP

Range

1”PBAoE

Duration

Instant

Challenge Roll

WP vs PE

Damage/Type

1d4, Kinetic

Status Effect

Knockback

Critical Effect

+1 MP DMG to Target

Cost

2 CP

Range

1"

Duration

Instant

Challenge Roll

WP vs PE

Damage/Type

1d6+WP, Kinetic

Status Effect

Knockback

Critical Effect

Knockback and Stun

Stun

All Actions, except Save Attempts, costs additional 1 CP, -1 penalty to all rolls per Rank (except Saves).

Knockback

A target is shifted back 1" per odd invested Rank and suffers -1 Defense Roll per every odd invested Rank until the beginning target's next Turn.

Medical: Anatomy

Utility Skill
Detection Roll

IQ + Anatomy Rank vs 12

Critical Success

Does not use a point.

Critical Fail

Cannot use for another 1d4 Rounds.

Passive

+1 to the Critical confirmation roll for every odd invested rank. This only affects attacks that used Aim Attack or a variant that uses the Status Effect - Target.

reference

Physical Might (PM)

This attribute describes the character’s ability to complete feats of physical strength. A character built to hit hard, lift heavy objects, or demonstrate quick bursts of strength (i.e., jumping) will have a high physical might. Most heavy weaponry uses PM to determine attack (ATK) value. PM can also assist DEF rolls versus certain types of magic attacks.

Physical Agility (PA)

This attribute portrays the nimbleness and deftness a character possesses with regards to fine motor control. A character built to be a quick aim, adept at picking a lock, or dodging an attack will have a high physical agility. Most firearms and some light melee weapons use PA to determine attack (ATK) value. PA is very important as a DEF attribute versus physical types of damage.

Physical Endurance (PE)

This attribute represents the physical toughness of a character. A character having a high physical endurance has higher hit points, a higher carrying capacity, and is able to use less wieldy weaponry. *For each point in PE, a character gains an additional 5 HP.

Perceptive Comprehension (PC)

This attribute represents how wella character views their surroundings. It is the primary attribute in almost all Ranged and Targeted attack and many Guile skills

Intelligence Quotient (IQ)

This attribute represents how quickly the character can learn new concepts. This directly affects many magic and some psychic abilities. A few physical weapons and most magic spells rely on IQ to do increased damage.

Willpower (WP)

This attribute represents how a character can adapt to change. This directly affects most psychic abilities along with some magic abilities. Psychics use WP in determining ATK and DMG. Those with high WP find it easier to resist telepathic attacks as well.

Presence (PR)

This attribute represents the strength of a character's personality or physical beauty. This directly affects communication as well as some psychic abilities. Many spells from the Spirit school of magic are directly impacted by the caster’s PR.

Lift

60 x Physical Might (PM)

Carry

30 x Physical Endurance (PE)

Life Points

(PM x 3) + (PA x 3) + (PE x 5) + Base LP

Mental Points

(IQ x 3) + (PR x 3) + (WP x 5) + Base MP

Combat

Combat Readiness

When an encounter occurs, all PC’s, NPC’s and Creatures involved must roll a D20 to decide their Combat Readiness Score. Once all Scores have been determined, all Characters and Creatures are put in the Turn lineup from highest to lowest. If two Scores are the same, then everyone sharing the Score will reroll and will be placed in the lineup where the original Score was, in the order of the second Scores.

Basic Attacks

This refers to an unskilled or instinctive attempt to attack with a weapon. The Damage is defined by the Weapon Type DMG. Basic Attacks only cost 1 CP but can only be used once per Turn unless reach a particular Rank in the particular Weapon Specialist in the type of weapon that is being wielded. Other triggered abilities using Basic Attacks, such as Counterattack, allow the character to utilize Basic Attacks when it is not their Turn. Basic Attacks use the Weapon Type Attack, Base Damage, and Damage Type. For example, a character wields a Battle Axe which has PM as damage modifier. If the attack is successful, roll a single 1d8 and add PM to determine DMG. Currently, the only way to increase the number of Basic Attacks a Character can attempt per Turn is by investing 50 points in the appropriate weapon Specialist Tree. See the Specialist Tree Rank description at the top of the page of each weapon category.

First Aid Kits

First Aid Kits can be used by anyone, however, a non-trained field medic can only use 1 per encounter. Non-Field Medic trained individuals heal 2d4 LP where Field Medics heal 2d4 + IQ + Field Medic Rank LP.

Falling Damage

Characters sustain 1d4, Crushing Damage per inch fallen

Hands

This refers to the number of hands that the weapons require in order to wield. If a one-handed weapon is wielded with two hands then the damage increases by 2 points.

Free Attack

A character moving in excess of 1⁄2 their movement speed around or away from an enemy who is within melee range grants that enemy, or multiple enemies, a free basic attack. If a Basic Attack is not available, the attacker may perform a Variant Attack melee attack without activating any status effect. If no melee attack is available then the creature may attempt an Unarmed attack (PA vs PA; PM, Crushing damage). A hostile target may perform as many Free Attacks per Turn as they have PA. For example, if a 3 targets move out of range of a hostile target (with a Physical Agility of 2), then the hostile target may attempt up to 2 Free Attacks

Instant Action

During a character’s turn, a single, non-combative action may be completed without a CP expenditure. These include simple, quick actions: Opening an unstuck/unlocked door, shouting a command, non-combative or non-skill check ability, etc.

Withdraw

Characters moving greater than 1⁄2 of their Speed (regardless of Land, Climbing, etc.) out of melee range of a hostile target allows the hostile target to attempt a Free Attack.

Reloading

Replacing spent ammunition for all weapons costs 1 CP. Magazines, cartridges, or drums must be loaded prior to combat.

Item Efficiency(IE)

The efficiency of a weapon refers to its overall toughness. This are essentially the weapon’s Life Points and the weapon is rendered inoperable and all attachments are destroyed upon reaching zero Item Efficiency points. Item Efficiency can be restored by utilizing the applicable Crafting skill to repair the weapon. See the Blueprint line listed at the bottom of each weapon entry.

Flanking

Flanking occurs when a defender is engaged with multiple enemies not positioned in a forward position. Each attacker in a flanking position gains a +1 to their attack.

Charge

A charge attack requires 2 CP of movement and the 3rd CP for the cost of the action and must move in a straight line and cannot end its movement inside another person’s space. Everyone that comes in contact Rolls Attack PM vs PE and damage is PM, Crushing.

Ambush Attack

If an attacker is successfully hidden from an enemy by passing the Hide or Sneak Check the attacker has the advantage and is granted an Ambush Bonus. When a person is caught off guard by an Attack from a hidden opponent, the Attacker is granted +1 ATK and +1 DMG against the surprised target.

Aimed Basic Attack

A character can add 1 CP to their Basic Attack to target a body zone. It acts like the Target Status Effect but the Attack Bonus is not added to the attack roll. Also, Decapitate, Dismember, and Immobilize are not available upon a critical success. This still follows the rules for a Basic Attack (only 1 Basic Attack type including flux and psychic projections per Turn unless dual- wielding).

Dual Wielding

A character must declare they are attacking with each weapon. They spend 2 CP and roll one attack at a time and must declare what weapon they are using. The first basic attack occurs at -2. The second attack has a penalty -4, the damage is halved after the roll and all modifiers have been added, and the Fragility of the attack increases by +1. These penalties are reduced based on the Rank of the Weapon Specialist type they are using. See Dual Wielding in the Weapon Changes section below.

Improvised Attacks

This describes situations in which the player decides to utilize a weapon in ways that are not within the predefined variants. The GM should use the closest weapon type available (a table leg can be substituted for a Club, for example). All Improvised Attacks use the Basic Attack rule and all improvised weapons have a reduced Item Efficiency (see above). This rule replaces the Buttstock Strike and Pistol Whip variants. In general, rifles do 1d6 + PM, Crushing damage and pistols do 1d4 + PM, Crushing damage unless stated otherwise on the weapon or attachment.

Improvised Weapons

Players wishing to create a weapon but lacking the Crafting Skill Rank, blueprint, or necessary components can create an Improvised Weapon. This weapon type mimics the intended weapon in every way except the Fragility Rating (see below for Fragility rules) is 5 and the weapon will always have a starting IE of 3. The weapon is essentially Rank 0 for the purposes of attachments. Improvised Weapons are able to be repaired beyond the starting IE of 3. Upgrading an Improvised Weapon from Rank 0 to Rank 1 is not possible unless the character has access to the appropriate blueprint, has the necessary Crafting Skill, and has the materials. Creation and use of Improvised Weapons is up to the GM’s discretion.

Skills

Skill Advancement

Placement of points is essential to character development. In Tortured Earth, weapons, magic, psychic, abhorrent traits, and character skills are treated equally in terms of advancement. Due to the level-less nature of the system, it is possible for a character to have advanced training in one skill and be deficient in another skill.
Tortured Earth uses a ranking system in which skill points determine the number of uses per day a character may draw upon a particular ability. As soon as a player places a skill point in a particular ability, that skill becomes Rank 1. Status effects are directly affected by the Rank multiplier. Damage is not directly increased through Rank advancement.
Should a character have an excessive number of skill points assigned to a particular ability, the player may ‘cash in’ or remove 5 skill points. This removal equates to an increase in the skill Rank by 1. Ex. Should a character have 12 skill points allocated to Guile: Converse. Five of the 12 may be removed, reducing the number of uses from 12 times per day to 7 times per day. However, each use now occurs at Rank 2. Now the player receives +2 when activating a Character Skill Check. This system of cashing points in to increase Rank is unique to Tortured Earth and is applied to all skills: Magic, Non-combative Skills, Psychic, and Weapons. The ranking process enables players to customize characters by advancing only those traits the player deems essential.In having the freedom to design characters in any manner possible, a trade must occur: incredibly high numbers of uses per day vs greater potency per use. As the solution is situational, the answer falls entirely to the player and how they wish to see their character develop.

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