The Malignity of Triskele Island

Champions of MOTI

Select and view the champions below:

Ether-Born

Through imagination and my pact with nature I can achieve anything.

This is the wizard archetype of Triskele. Born with an affinity toward nature he holds power over a single element. Through intensive study he has learned to improve his and the party's chance of success. The main personality characteristics are supportive and imaginative.

Ether-Born
Ether-Born

50 HP


Mastery over a single chosen element (picked at the armory).


Capable of rolling two D10 in combat and taking the highest number. Unless a supportive position is taken, then this ability is applied to the other champions and Ether-Borns combat sequence is removed (he still takes damage, and must roll each turn to establish this ability's effectiveness). To establish effectiveness he must roll one D3 each combat sequence while in a supportive position, and this roll cannot be buffed. If the Ether-born isn't equipped with the robes of wisdom, then the D3 rolls are as follows: 1 = no effect, 2-3 = supported champions roll two D10 for the next combat sequence. If He is equipped with the Robes of Wisdom, then a D3 roll of 3 = allows supported champions to roll 3 d10 for the next combat sequence. finally, a critical roll (8-10) must be achieved to move in and out of a supportive position.


Incapable of wearing armor, but can wear helmets and magic jewelry.

Light-Bringer

Through the power of the gods everything is brought to completion.

This is the healer archetype of Triskele. He is capable of healing damage during combat, and can be a leader in combat if properly equipped. The main personality characteristics are faithful and supportive.

Light-Bringer
Light-Bringer

80 HP


Capable of healing other players if Light-Bringer rolls a D10 for critical (8-10), or higher, then roll for healing amount, double the number rolled, and apply amount to one Champion.


Cannot engage in melee combat unless equipped with the Staff of Righteousness.


Due to the Light-Bringers faith in the gods he receives +2 to all rolls made during combat. When equipped with the Staff of Righteousness, this ability can be applied to other champions and Light-Bringer takes a supportive position and can no longer engage in combat, but can still roll to heal a Champion.

Meat-Hook

No matter the pain, I will always move toward victory.

This is the warrior archetype of Triskele. He deals massive amounts of damage, but he also takes the most damage. The main personality characteristics are powerful and martyrdom.

Meat-Hook
Meat-Hook

100 HP


Base melee damage bonus of +5 to combat roll.


Restricted combat until movement roll is achieved (unless it is an ambush, then combat begins immediately).


If another player may die, then Meat-Hook can roll a D10 to take all damage and save another player, but the roll must be critical to be effective (8-10). If roll fails, then the player that was attempted to be saved dies. If the roll is successful, then the Champions HP is fully restored.


Takes half of all damage when within combat range.

Shadow-Walker

I’ll see through you, make you miss, then make you regret it.

This is the hunter archetype of Triskele. Taken in by the shadow gods as a child he was forced to become elusive and perceive things more clearly. His hardship taught him to strike hard and counter quickly. The main personality characteristics are elusive and survivalist.

Shadow-Walker
Shadow-Walker

50 HP


Initial combat roll taken with three D10 and the highest number is used. After the initial combat sequence Shadow-Walker is removed from order and permanently set to roll after the opponent to see if he counters 50% of damage for himself. He must roll a critical (8-10) to counter damage (otherwise damage is taken and normal attack damage is given to the opponent). If opponents damage is countered, then 50% of damage that would be applied to Shadow-Walker is applied to a different party member (chosen by the Shadow-Walker). This roll sequence continues until the end of combat.


Due to his acute perception he receives +1 to all rolls.