RolePlay onLine RPoL Logo

, welcome to One Day, We Suddenly Had To Start Adventuring

12:35, 3rd May 2024 (GMT+0)

CLASS: WARLOCK.

Posted by The GMFor group 0
The GM
GM, 11 posts
Sun 13 Feb 2022
at 16:47
  • msg #1

CLASS: WARLOCK



AFTER SESSION ZERO: You will be aware that a very powerful magical being has offered you a trade-- you get magical power, you do whatever they want when you're not pursuing your own agenda (and maybe sometimes when you are).



Chose two specialties, or roll 1d10 twice:
1. Magical weapon
2. Patron tells you useful stuff sometimes
3. Summon magical minion
4. Immune to fear/intimidation (unless it's from your patron)
5. Hard to kill (permanently)
6. A powerful temptation you hope you resist as often as possible (Choose: do you get more powerful if you manage to resist it... or if you give in to it?)
7. Something about you makes your opponents angry
8. You can make your enemies unlucky



AFTER SESSION ZERO, YOU WILL GET:

--Choose one weapon (any kind of weapon you want). If you picked "Magical Weapon" above, it's a magical weapon that does average damage, and then does more damage of a type associated with your patron (your GM will explain).


--Leather armor (1 armor, 1 weight)
OR
--Regular clothing (0 armor, 0 weight) and 1 healing potion

----And choose one of these (or flip a coin):
--2 antitoxins (0 weight)
OR
--7 coins (0 weight)



--When you hit with any melee or ranged weapon, you do 1d4 damage, unless your weapon is magical or you're otherwise using magic to enhance it.



Warlock: When you make a roll that involves one of your specialties, add 2 extra points to the roll result.

(WHEN ATTEMPTING TO DO MAGICAL STUFF, REMEMBER RULE TWO!)
This message was last edited by the GM at 22:56, Wed 16 Feb 2022.
Sign In