Copyright @ The Valhalla Fantasy Role-Playing Game 2010: The World of Iapetus
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Claymores are divided into Attack and Defense Classes. The Character must choose it when he/she decides to play a Claymore. Claymores can sense the Dark Magus Races and instinctively knows if they are Humans or Demons. Claymores have superior abilities because they gained the innate abilities of the Demons that they are fighting by infusing their flesh to their body. At such, their hair will change to white/blonde and they had silvery eyes, an indication that they are no longer Humans. When they manifest the effects of a power surge, their eyes will turn golden. HP: Str + Con + sta (2.4) ![]() Specialty Skills Tactics Malevolent Air Intuition 1. Enhance Recovery This is true regeneration. Even when the Player is not using any healing skills, he/she will recover HP every round! +0.5 HP Recovery for Attack Type/ +1 HP Recovery for Defense Type per rank. 2. Demonic Strength The Player gains supernatural strength. Attack Types gain 5% Damage per rank while Defense Types gain 1% Damage per rank. +5 Inner Power/rank for melee and partial techniques. 3. Enhance Reflex Claymores are able to react faster than anyone, striking the first blow of any fights. This skill also bestows a certain % to Evade All. +1 Initiative /rank for Attack Types while Defense Types gain +0.5 Initiative per rank. +1% Evade All/rank 4. Fearless All Claymores are highly trained to fight demons, no matter how powerful and horrible they are. The higher level they are, the more composed they are in the face of adversary. +5% Morale/rank 5. Supernatural Force All Claymores are protected by a supernatural protection indicating their demonic origins. +2% Supernatural for Defense Claymores and 1% Supernatural for Attack Claymores. Special Ability 1. Power Surge Claymores can increase their initiative, damage by 10% and gain +1 Auto Hit, +1 Critical (3 SF/round) at anytime during combat. They can further increase it to 30% (5 SF/round) gaining a 30% to Initiative/Damage and a +2 Auto Hit/+2 Critical. At 50%, they gain 50% more damage/initiative and gain +1 to Tremendous, +3 Auto Hit/Critical (7 SF/round). At 80%, they can gain 80% Damage/Initiative and +2 Tremendous, +5 Critical/+5 Auto Hit (9 SF/round). Using surge have its risk. A Claymore have three chance to stabilize themselves before their SF runs out. At 10% power surge, they have 90% chance of becoming normal. At 80% power surge, they had only 20% chance of becoming normal. Failure indicates that they had become a monster (Horrific). Every 10 SF that is drained by the power purge, they must roll vs failure or lose control and turned into Horrifics. Male Claymores have a -20% failure rate. However, 1-2 is always a success. If a claymore breeches the 80% and becomes normal, he/she gained a permanent bonus of 30% to Initiative/ Damage and +1 Tremendous. Also adds +6 more Attack and Skill. Players that fail the save becomes a Horrific and is taken out of play. Class Mastery are gained once all Class Specialty Skills are at least lvl 9 or the Character level is 30.Attack Type Claymores gain two rolls for Hits and Evading while Defense Type Claymores gain 2 rolls for Roll vs Impact and Evading. ![]() |
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