Instead of being one of the evil overlords, you may be a hero instead. Heroes don't have the raw power of the evil overlords, but may be able to thwart the plans of even the most powerful evil doers. Choose one kind of hero from the list below:
Paladin
You are a knight who has dedicated himself to fighting against the forces of evil. You have peak human strength, dexterity, and toughness along with combat prowess. You are also completely immune to fear and highly resistant to evil magic - all magical effects have a 75% of failing to effect you. You have the highest quality weapons, armor, and steed available to your culture and time period. The weapons you carry are specially blessed, able to harm creatures of evil and bypass magical protection. One touch from you holy weapon will destroy any mindless undead creature, though for liches and vampires the wounds inflicted by such a weapon cannot be healed or regenerated for at least 24 hours.
Once per day a paladin can make a special prayer that results in one of the following miraculous effects:
- He will be healed for all injuries, including lethal injuries, diseases, poisoning, or the like.
- The paladin can repel all undead, even vampires or liches - these creatures must immediately flee to at least 100 feet away from the paladin and cannot use any powers on him or get closer for a full hour.
- The paladin can ask one simple yes or no question and get an answer, if its applicable.
- The paladin can become incredibly strong, 3 times as strong as the strongest human, though this strength only lasts for a minute and afterwards the paladin passes out for an hour.
Half Vampire
As a half vampire, you are a living form of vampire that combined many of the powers of a vampire without many of the weaknesses. You are alive, not undead, and therefore are not immune to poison, pain, and disease - though you only suffer 25% of what a normal human would suffer from such an effect. You have twice the strength, dexterity, and endurance of peak human ability. You regenerate from injuries extremely quickly, healing from most major injuries in minutes and even regenerating limbs in a matter of hours - decapitation can permanently kill as can massive bodily injury such as being burned to a crisp. You have very good senses and can see at night by starlight as well as a cat, but not in absolute darkness. You aren't hurt by sunlight, though holy items cause you physical pain but not actual damage. You only age at 10% of the human rate. In addition to this, you get one special vampiric power as if you were a lesser vampire.
Unfortunately, you need to drink at least a pint of blood a week to survive, though it may be the blood of a mammal, not necessarily a human. You can gain sustenance from blood like food or water, it does not nauseate you like it would other humans.
Healer
The healer has the ability to heal others, curing injuries, diseases, and even bringing the dead back to life. With a touch, the healer can cure a person of all of his injuries, heal any disease, even restore missing limbs or genetic defects. This only takes a second long touch, then the healing process takes between a second and a minute depending on the amount the target is healed by. The healer can even use this healing on himself or on a animal. Furthermore, once per day, the healer may touch a single corpse and restore it to life, though this takes about a minute of intense concentration. The healer is naturally resistant to harmful magic, such magic has a 50% chance of failing against the healer each time it is used. The healer can also dispel curses or other negative magical effects, though this requires 10 minutes of concentration along with a touch. The healer's presence weakens creatures of evil, such as demons and the undead - any such creature within 100 feet of the healer is half as strong and dexterous. The touch of the healer will destroy any undead creature aside from a lich or vampire, those creatures suffer burns from the healer that cannot be regenerated for at least an hour.
Witch Hunter
Witch hunters are completely immune to magic of all kinds, no spell or unnatural effect can touch them. In addition, a witch hunter's touch will instantly reverse all supernatural effects including the mind control of a vampire or even the necromantic animation of a zombie - which becomes a mere corpse with the touch of a witch hunter. Even greater supernatural creatures such as demons, vampires, liches, etc. become paralyzed for about a minute when a witch hunter touches them. In addition, witch hunters have peak human combat ability. Finally, by concentrating, a witch hunter can create an anti-magical field around himself that will prevent any magical effect from penetrating - this barrier has a 100 radius around the witch hunter. Magical creatures cannot use any of their powers if they enter this area and the also lose about 1% of their strength and vitality for each second they remain within the field, though this is quickly regained when they leave the area or the witch hunter stops creating the field.
The Luminary
The luminary has no special powers to combat evil, instead he has the ability to inspire others. The luminary inspires respect or even adoration among all who encounter him - any person who meets the luminary will be favorably inclined towards him and will help him if it isn't too big of an inconvenience. 10% of people who meet the luminary and spend any significant time with him will consider him a close friend and will go out of their way or even risk their lives for him. In addition to this, the luminary has 100 close followers who would gladly give their life for him - these followers tend not to have too much wealth or individual power, but 20 of them will always be skilled warriors while another 20 will have a moderate among of influence or contacts. In addition, any force which has the support of the luminary will have very high moral - this could include social movements as well as battles or even debates. Within a month, the luminary will be able to get an audience with any powerful figure in the world who will be favorably inclined towards the luminary unless they see him as a threat or are otherwise motivated to act against him.
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