![]() |
Logging in... Please wait... Permission granted... Database online. |
|||||||
The Harbingers are, by and large, some of the most dangerous Dreadnoughts in a fight. They combine massively powerful physical attacks with devastating mental attacks. Most of them hit so hard that when they do land a punch, it's the only one that matters. The more patient ones will usually rip you apart mentally, and then, after you're a vegetable, hit you hard enough to kill you. Either way, it's going to hurt. Harbingers tend to rely heavily on strength, and on intelligence. Most will spend their time building up the physicals, then the mentals. [ Class Leader ] Taran [ Bio Available ] [ Class Elder ] Yrary Nár [ Runes ] Strength Psionics These class runes are easy ones. Strength makes you physically stronger, Psionics make you mentally stronger. [ Traits ] Harbingers are extremely powerful warriors, and as such, their muscular builds are generally gigantic in comparison to most others. Also, Harbingers have intense mental powers due to their Psionic abilities, and may grow an elongated skull, which can be up to 5 feet long and sort of like a tail at the back of the head. Class Bonuses: Harbingers gain a point of strength automatically whenever they can advance their stats to the next level. On that note, they also gain a -1 difficulty on damage rolls, and on intimidation rolls. Harbingers develop large, cord-like muscles, tendons, and ligaments. Their joints swell slightly as they pack on some extra padding, and their hands and feet grow slightly to compensate for the larger joints. Along those lines, their heads expand in the back, sliding into an almost tail like protrusion. This is from the increased brain mass that they gain after cannibalizing other beings brain mass. Class Restrictions: Since they spend so much time training their bodies, they have trouble with the elemental runes, giving them a +1 difficulty on their use. At the same time, they suffer a +1 difficulty on most social rolls after their joints and head have grown larger than normal. [ Opinions of the Other Classes ] Blades of Life -- Wish they’d quit whining. I hit, they heal. Delegates of Deviation -- You’re joking right? Demons of Light -- They talk big, but that’s all they do. Dragoon -- You have to respect someone who can take a punch. Dream Shifters -- They’re Dreadnoughts? I thought they were little elves or something. Illusions of Perfection -- They don’t look tough, but anyone who can nullify my energy must be strong. Mountains of Air -- They wouldn’t be so bad if they’d quit filling my punching bag with catsup. NecroSeraphim -- I don’t like people that are always hiding and sneaking around. Order of Chaos -- Insanity is a form of weakness. I hate weakness… Shadahar's Talons -- They’re good for cleaning up a splattered opponent, not much else. Soul Berserkers -- Good at running… Have to be when you’re weak. Templars of Twilight -- Don’t like them, but they’re stronger than all the others, and you’ve gotta respect that. Waves of Flame -- The only balls they have are made of fire. |
||||||||
|
|