
The Demoman
By:
BestNameEver on
Apr 15th, 2013 | syntax:
None | size: 2.45 KB | hits: 31 | expires: Never
Name: Demoman
Race: Goat
Gender: Male
Talent: +2 to Explosive Trick Shot
Perks:
Iron Stomach: You are immune to non-magical poisons. This means that poison weapons have no special effect on you (EG, deals hits not wounds).
Craftsman: Choose an item subset (Bows, swords, furniture, small walls, etc). You can construct this item out of any reasonable neary materials. [Explosives]
Best Whatevers Forever: You are so in tune with another character that you can flawlessly work in unison. Your partner must also have the Best Whatevers Forever perk and choose you as their partner. During combat two players may combine the effects of their attacks/skills for extra effect. The players must declare they are working together each time this is used. working together requires both players to roll a success, and a critfail by either player counts as a critfail for both. [Soldier]
Flaws:
Oddly Obsessed: You are addicted to something and need regular doses to keep yourself going.You must “take” this medicine/drug/etc at least once every 5 turns (or 30 minutes out of combat). Taking this “thing” is considered an instant action for you. Failure to do this will result in negative side effects, as decided by you and the DM. [Alcohol]
Maimed- Missing an eye
Class: Tracker
Skills:
Goatcraft: passive; +1 for all climbing and agility rolls, and can use anything as food, including
non-food items.
Trick Shot: recharge 2, requires ranged weapon; 2- is a critical failure. When you learn this skill, choose one of the following effects for it to apply:
Explosive: attack closely grouped targets at range with Cleave (increase crit fail range by 1 for each additional target: 3- for 2 targets, 5- for 4 targets, etc)
Knockout: 7+ renders target helpless
Null Shot: recharge +1; target unable to cast spells next turn, usable twice per combat against PCs
Poison: target suffers 1 wound every turn; PCs suffer 1 wound every 2 turns
Smoke Screen: recharge +2; choose up to 3 targets in short range of each other. All rolls against those targets will benefit from a +1 bonus for the next 2 turns
Trap: spend 1 turn; starting next turn, first enemy to attack is helpless for 2 turns
Defense Mastery: passive; you gain +1 hit of damage to become helpless (if you had 5 hits, you now take 6 hits, etc).
Alignment: Chaotic Neutral
Inventory:
Grenade Launcher
Sticky Grenade Launcher
Bottle of Whisky
Eyepatch
Eyelander [Melee, Sword]
Character Traits: