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Sub Types
Shifter
A shifter can transform into alternate forms to boost their rolls in certain areas. Shifter examples include druids, warlocks, demon hunters, worgen and perhaps others as well. A shifter can jump between different archetypes with a penalty to their rolls. Even if they have a brutality form, they will not be as powerful as a character using the brutality archetype would be.
In Brutality form; E.G Bear form
+55% Brutality -80% Finesse, -80% Diplomacy, -100% Magic.
In Finesse form; E.G Cat form
+55% Finesse -80% Brutality, -80% Diplomacy, -100% Magic.
In Diplomacy form; E.G Default form, deceiving form
55% Diplomacy -80% Brutality, -80% Finesse, -100% Magic
In Magic form; E.G Moonkin
Roll 1-19: Backfire Roll 20-45 Failure Roll 46-95: Success Roll 96-100: Critical Success
Healing:
1-60: Backfire 61-100: Success
Additionally, shifting between forms too frequently will start to cause fatigue. Every shift following the third in a single event will reduce combat and skill rolls by 5%, stacking up until you are unable to act any further.
Spellsword
A spell sword is someone who uses physical combat that seamlessly blends with magical abilities. Examples of a spellsword include paladins, death knights, shamans and others. You can of course remain a brutality archetype and still use magic in combat if you’d prefer, but they will count as normal attack rolls and will usually do only damage. A successful magic attack or ability can change the way the fight works. If you were a magic shaman, for example, you could summon a wall to block the path of your opponents, stopping them from using ranged attacks.
Archetype Traits 60% Brutality, 60% magic -100% Finesse -100% diplomacy
Spell sword magic Roll 1-15: Backfire Roll 16-40 Failure Roll 41-95: Success Roll 96-100: Critical Success
Similarly to shifters, spellswords gain the abilities from the active archetype(s). For the sake of balance, spellswords cannot heal during combat.
The Nickelbolt Emporium will not be held responsible for any harm that falls upon you following use of company merchandise.
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Introducing two shiny new archetypes! If none of them fit your character and you can think of another, please comment so I can keep expanding.
Technology
Gadgetry and Alchemy are popular amongst the heroes of Azeroth, and for some, it is the core of their abilities. When a character doesn’t use their strength, dexterity, magic or voice to aid themselves, they usually rely on an assortment of homemade devices or potions to do it. Those with the technology archetype will normally be engineers, alchemists, cyber warriors, etc etc.
As with magic however, technology has a chance of not only failing, but also backfiring and causing unwanted and occasionally devastating effects. Technology type characters will be able to perform actions upon the environment which other types may struggle with. The standard roll requirements for normal technology abilities are:
Roll 1-15: Backfire Roll 16-29 Failure Roll 30-90: Success Roll 90-100: Critical Success
Unique Abilities: Hack: (The technology hero can manually take over enemy computers, AI and vehicles with a successful roll) Breach: (A skill used to access locked areas using either gadgets or acid) Analyse: (The hero uses their devices or knowledge in anatomy to identify weak points on a living, undead, or mechanical opponent.)
Technology Reliant Skills: Repair Identify Modify Brew Build Utilize
Archetype Traits: +70% Technology -80% Brutality, -80% Diplomacy, -80% Finesse -100% Magic, -80% Dominion.
Dominion
The dominion archetype is used by those who excel in tackling situations through the means of manipulation. Heroes with the dominion type will construct undead minions to fight for them, use packs of vicious animals and command enthralled slaves. Examples of those who might fall into this category are: Demonologists, beast masters, necromancers etc.
Dominion heroes have the opportunity to nullify the damage inflicted upon themselves and pass it on to one of their minions. While this is useful, should too many of their minions die, they will find themselves almost defenceless, with less health than the other archetypes and less direct damage. Their minions however, depending on their size and how successfully they were summoned or created, can be even more powerful than the brutality archetype. Dominion heroes will have an opportunity during quiet stages of an event to replenish a dominion point. These dominion points can be spent to create, summon, or bolster your minions.
During Rest: 1-49 = no points replenished During Rest: 50-90 = 1 point replenished During Rest: 90-100 = 2 points replenished.
Dominion types use the same combat rules, but their direct damage is reduced by 50%. They are better off using their minions to fight for them at full damage.
Unique Abilities: Summon: (The hero can create or call in a new ally at the expense of 1 point. A 1-100 roll determines the strength of the minion) Advanced summon: (The hero can call in a more powerful minion, at the cost of 2 or more points. Each point increases the dice’s range, meaning 2 points spent will have the dice roll 1-200, while 3 points spent will have it roll 1-300. As with before, the higher the number, the more powerful the minion.) Bolster: (The dominion type hero can expend a point to increase the strength of one of his minions by one dice roll.) Mind Control: (An experienced dominion type hero can take control of an enemy with a point spent and a successful competitive roll to use them as their new minion. This will probably not work if you’re a hunter) Tame: (Take control of a hostile beast and have it become your new minion at the cost of a point and competitive roll. This WILL work if you’re a hunter)
Dominion Reliant Abilities: Distraction Command
Archetype Traits: +80% Dominion, -50% Health, -50% Direct Damage -80% Brutality, -80% Diplomacy, -80% Finesse -100% Magic, -60% Technology
Minion Strength
Minions “level up” for every multiple of 75 they reach. They start at level 1 with a small amount of health and less damage than default, but when the dice bolsters them, it adds to their total exp. If the dice rolled 88, they’d level up, gaining more health and doing more damage. They’ll level up again when reaching 150. If 88 had been rolled before, then the dice would need 62 or over to level him up again. Alternatively, two points could be spent on two separate rolls, which could be 33 and 46, bringing the combined total up to 167, 17 over 150, resulting in level three. The amount the strength rises would of course have to depend on the event in question.
1-74 – level one 75-149 –level two 150 -224- level three 225- 299 – level four 300-374 – level five 375 – level six
The Nickelbolt Emporium will not be held responsible for any harm that falls upon you following use of company merchandise.
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All I can say is...woa. You've really put some thought in this.
Broken dreams I’ll follow mine to the end of my borrowed time. I’ve been walking down this road too long got my bags packed and I hit the door. Then I make a stop at the liquor store cause my will is weak but my whiskey is strong.
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