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Kleaver

THIS PAGE IS IN DRAFT STATUS AND IS NOT YET COMPLETE

Quote
-Attribution

Also Known As:
Pre-requisites:

Summary

Who are they? How are they perceived? How do you become one (short version)?

The Sige/Silent were the master craftsmen and elite engineers of the First Empire, largely responsible for the creation of advanced technologies, from Artilect and Clatterjack to Fostrian and Lightcaster. The advanced calling revolves around access to, and creation of, otherwise locked artefacts. Sige are exceedingly rare and typically acquire their calling by training with relic Artilects, Intravellum, or other First Age remnants.

Advantages

Limitations

Description

Who are they? What can they do? Where do they come from?

How does the calling manifest? What is the mechanism for acquiring and following it

Where do they range? How are they perceived by those who encounter them? By those who have only heard of them?


Features

Feature: Passive Feature / Social Feature Positive
Feature: Passive Feature / Social Feature Positive

Feature: Passive Feature / Social Feature Negative
Feature: Passive Feature / Social Feature Negative


Core Trait

*Name**: Description of the core trait
Ability levels cannot exceed the characters level in Core Trait


Abilities

Ability 1: Description. Mechanics.
Ability 2: Description. Mechanics.
Ability 3: Description. Mechanics.
Ability 4: Description. Mechanics.
Ability 5: Description. Mechanics.
Ability 6: Description. Mechanics.
Ability 7: Description. Mechanics.
Ability 8: Description. Mechanics.
Ability 9: Description. Mechanics.
Ability 10: Description. Mechanics.
Ability 11: Description. Mechanics.
Ability 12: Description. Mechanics.
Ability 13: Description. Mechanics.
Ability 14: Description. Mechanics.
Ability 15: Description. Mechanics.
Ability 16: Description. Mechanics.

Tollam Kleaver Abilities
– Area Attacks?
– Multi Attacks?

Scything: The Tollam warrior makes a sweeping attack on anyone in front of them within melee range.
Mechanics: 1-attack, multi-defense.

Arcing: The Kleaver brings their weapon overhead in a crashing attack that is difficult to land but extremely deadly.
Mechanics: +1 dmg/level in ability; -X to hit.

Charge: The Kleaver is a battering ram;
Mechanics: For each point in this ability they can charge through 1 enemy, or knock them back X meters or stun them for X rounds.

Bulwark: The Kleaver has formidable defenses.
Mechanics: Defend against a number of attacks equal to ability level without taking any penalty.

Angles:
Mechanics: 1/combat add the Kleaver’s level in this ability to Armour Soak.

Forced March: The Kleaver can operate without food or rest for extended periods of time.
Mechanics: 2x Power x level in this ability.

Wild Initative: The Kleaver has an innate awareness of danger and is able to spring into combat with little notice.
Mechanics: Once per day the Kleaver can add their level in this ability to their initiative.

Stress Soak:
Mechanics:

Squad Guardian: Kleaver can grant a bonus to defense to anyonw near them.
Mechanics:

Terrifying Opponent:
Mechanics: For each round an enemy is actively engaged with the Kleaver they take stress equal to the Kleaver’s level in this ability.

Sacrifice Defense: The Tollam can trust their armour and skip a round of defense in exchange for an immediate retaliatory attack, even in if the attack would normally put them down.
Mechanics:

Ballistic Throw: Anything with sufficient mass can be a weapon for the Kleaver.
Mechanics:

Crushing Grasp: Grapple then literally crush a limb or skull.
Mechanics:

Tidal Capacity: Immune to gaseous attacks and able to survive underwater or in vacuum for much longer.
Mechanics:

Infantry: Move at cavalry speeds without a horse.
Mechanics:

Siege Tactics: Can get through walls and doors that would otherwise be impassable.
Mechanics: