NPCs

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Bandits.jpg
Bandit
Common   —   5 points
AD  5     GD 5     Will 0     HP  1     Toughness 4
Strongman 0     Accuracy  1     Save DC 6     Magic Power 0
Stealth 1     Perception 0     Agility 1
Fear Response  Flee
Descriptors  [ Blooded ], [ Bony ], [ Living ]
Movement  26 meter land with 1 meter jump. 14 meter swim with 5 meter sink.
Size  1 meter     Reach 1 meter
Carrying Capacity 10 kilograms      Weight 70 Kilograms
Race  Human
Classes  Skirmisher 1
Basic Specialties  Offensive
Extras  Fast


Bandit Leader
Common   —   14 points
AD  8     GD 6     Will 0     HP  2     Toughness 4
Strongman 2     Accuracy  1     Save DC 6     Magic Power 0
Stealth 1     Perception 0     Agility 4
Fear Response  Flee, Hide
Descriptors  [ Blooded ], [ Bony ], [ Living ]
Movement  38 meter land with 1 meter jump. 26 meter swim with 5 meter sink.
Size  1 meter     Reach 1 meter
Carrying Capacity 40 kilograms      Weight 75 Kilograms
Race  Human
Classes  Skirmisher 4, Warrior 1
Basic Specialties  Avoider, Defensive, Offensive, Brutal, Sturdy
Extras  Strong
Bandit Mage.jpg
Bandit Mage
Common   —   9 points
AD  6     GD 5     Will 1     HP  1     Toughness 5
Strongman 0     Accuracy  1     Save DC 6     Magic Power 0
Stealth 1     Perception 0     Agility 1
Fear Response  Flee
Descriptors  [ Blooded ], [ Bony ], [ Living ]
Movement  26 meter land with 1 meter jump. 14 meter swim with 5 meter sink.
Size  1 meter     Reach 1 meter
Carrying Capacity 10 kilograms      Weight 70 Kilograms
Race  Human
Classes  Skirmisher 1, Apprentice 1, Acolyte 1
Basic Specialties  Offensive, Defensive, Sturdy
Extras  Fast


Imperial Soldier
Common   —   8 points
AD  5     GD 5     Will 0     HP  2     Toughness 4
Strongman 2     Accuracy  0     Save DC 6     Magic Power 0
Stealth 0     Perception 0     Agility 0
Fear Response  Flee, Frenzy
Descriptors  [ Blooded ], [ Bony ], [ Living ]
Movement  18 meter land with 1 meter jump. 6 meter swim with 5 meter sink
Size  1 meter     Reach 1 meter
Carrying Capacity 40 kilograms      Weight 75 Kilograms
Race  Human
Classes  Warrior 1, Defender 1
Basic Specialties  Brutal, Sturdy
Extras  Strong
Imperials.jpg
Imperial Keeneye
Common   —   12 points
AD  6     GD 6     Will 0     HP  2     Toughness 4
Strongman 2     Accuracy  1     Save DC 6     Magic Power 0
Stealth 0     Perception 1     Agility 0
Fear Response  Flee, Frenzy, Hide, Freeze
Descriptors  [ Blooded ], [ Bony ], [ Living ]
Movement  24 meter land with 1 meter jump. 12 meter swim with 5 meter sink
Size  1 meter     Reach 1 meter
Carrying Capacity 40 kilograms      Weight 75 Kilograms
Race  Human
Classes  Warrior 3, Defender 1
Basic Specialties  Defensive, Offensive, Brutal, Sturdy
Extras  Strong


Imperial Commando
Elite   —   14 points
AD  8     GD 6     Will 0     HP  1     Toughness 4
Strongman 0     Accuracy  2     Save DC 6     Magic Power 0
Stealth 2     Perception 0     Agility 4
Fear Response  Flee, Hide
Descriptors  [ Blooded ], [ Bony ], [ Living ]
Movement  28 meter land with 1 meter jump. 16 meter swim with 5 meter sink
Size  1 meter     Reach 1 meter
Carrying Capacity 10 kilograms      Weight 70 Kilograms
Race  Human
Classes  Warrior 1, Skirmisher 2, Assassin 1
Basic Specialties  Avoider, Defensive, Offensive
Advanced Specialties  Aggressive, Stealthy
Extras  Quick
Royal and the Powaks.jpg


Royal Guard
Elite   —   24 points
AD  8     GD 7     Will 1     HP  2     Toughness 5
Strongman 3     Accuracy  1     Save DC 6     Magic Power 0
Stealth 0     Perception 1     Agility 2
Fear Response  Frenzy, Hide, Flee, Freeze
Descriptors  [ Blooded ], [ Bony ], [ Living ]
Movement  29 meter land with 1 meter jump. 17 meter swim with 5 meter sink
Size  1 meter     Reach 1 meter
Carrying Capacity 80 kilograms      Weight 80 Kilograms
Race  Human
Classes  Warrior 3, Defender 1, Skirmisher 1, Veteran 1, Bodyguard 1
Basic Specialties  Avoider, Defensive, Offensive, Brutal, Sturdy
Advanced Specialties  Avoider, Ungrabbable, Aggressive, Sturdy
Extras  Strong


Powak Officer
Common   —   5 points
AD  5     GD 5     Will 0     HP  1     Toughness 5
Strongman 0     Accuracy  0     Save DC 6     Magic Power 0
Stealth 0     Perception 0     Agility 0
Fear Response  Frenzy
Descriptors  [ Blooded ], [ Bony ], [ Living ]
Movement  21 meter land with 1 meter jump. 9 meter swim with 5 meter sink
Size  1 meter     Reach 1 meter
Carrying Capacity 10 kilograms      Weight 70 Kilograms
Race  Human
Classes  Defender 1
Basic Specialties  Sturdy
Extras  Fast


Powak Middle-Manager
Elite   —   14 points
AD  5     GD 5     Will 3     HP  1     Toughness 4
Strongman 0     Accuracy  1     Save DC 8     Magic Power 0
Stealth 1     Perception 2     Agility 0
Fear Response  Flee
Descriptors  [ Blooded ], [ Bony ], [ Living ]
Movement  21 meter land with 1 meter jump. 9 meter swim with 5 meter sink
Size  1 meter     Reach 1 meter
Carrying Capacity 10 kilograms      Weight 60 Kilograms
Race  Human
Classes  Apprentice 3, Adept 1
Basic Specialties  Stubborn, Offensive, Well-Rounded
Advanced Specialties  Determined, Perceptive
Extras  Fast

Equipment: purple gem attuned to warp state, purple gem attuned to spatial tunneling

Common Spells: warp state, speak!, resize creature

Elite Spells: spatial tunneling

Construction Worker.jpg
Dangerous Construction Worker
Common   —   19 points
AD  9     GD 8     Will 0     HP  1     Toughness 6
Strongman 0     Accuracy  1     Save DC 6     Magic Power 0
Stealth 0     Perception 1     Agility 5
Fear Response  Flee
Descriptors  [ Blooded ], [ Bony ], [ Living ]
Movement  27 meter land with 7 meter jump. 15 meter swim with 5 meter sink.
Size  1 meter     Reach 1 meter
Carrying Capacity 10 kilograms      Weight 75 Kilograms
Race  Human
Classes  Explorer 5, Spelunker
Basic Specialties  Avoider, Ungrabbable, Defensive, Offensive, Sturdy
Advanced Specialties  Avoider, Sturdy
Extras  Fast 2
Flamespike Executioner.jpg


Flamespike Executioner
Elite   —   37 points
AD  8     GD 6     Will 3     HP  2     Toughness 4
Strongman 0     Accuracy  3     Save DC 7     Magic Power 1
Stealth 2     Perception 0     Agility 4
Fear Response  Flee
Descriptors  [ Blooded ], [ Bony ], [ Living ]
Movement  31 meter land with 1 meter jump. 19 meter swim with 5 meter sink.
Size  1 meter     Reach 1 meter
Carrying Capacity 10 kilograms      Weight 70 Kilograms
Race  Human
Classes  Apprentice 2, Skirmisher 2, Adept 3, Warlock 1, Assassin 1
Basic Specialties  Avoider, Stubborn, Offensive, Powerful
Advanced Specialties  Avoider, Ungrabbable, Determined, Aggressive, Energetic, Stealthy, Sturdy, Magical, Super-Aggressive
Extras  Destructive 2

Equipment: Two orange gems

Common Spells (2 charges): cannibalism (Triple Shot), fire breath (Increased Area)

Elite Spells (7 charges): fireball, firebolts, fireswallowing

Heffo.jpg
Heffo the Fire Giant
Elite   —   87 points
AD  6 (after -1 Armor)     GD 7     Will 3     HP  2     Toughness 6
Strongman 4     Accuracy  3     Save DC 7     Magic Power 0
Stealth -1 (after -1 Armor)     Perception 2     Agility -3 (after -2 Armor)
Fear Response  Frenzy, Flee, Freeze
Descriptors  [ Blooded ], [ Bony ], [ Living ]
Movement  32 meter land with 10 meter jump. 20 meter swim with 5 meter sink.
Size  4 meters     Reach 2.25 meters
Carrying Capacity 160 kilograms      Weight 4480 Kilograms
Race  Human
Classes  Warrior 2, Skirmisher 1, Defender 1, Apprentice 1, Assassin 1, Bodyguard 1, Spelunker 1, Adept 2
Basic Specialties  Avoider, Stubborn, Defensive, Offensive, Magical
Advanced Specialties  Avoider, Ungrabbable, Determined, Aggressive, Energetic, Perceptive, Sturdy, Magical, Super-Aggressive
Extras  Big 2
Skills  Legerdemain -2 (after -2 Armor), Items +6 (64 skill points), Supernatural Philosophy +4 (16 skill points), History +2 (6 skill points)

Equipment: Fullplate, 3 orange gems, massive hammer.

Common Spells (4 charges): Fire breath

Elite Spells (5 charges): Fireball, firebolts

Ancient Master of the Orange Way.png


Ancient Master of the Orange Way
Paragon   —   92 points
AD  9     GD 6     Will 4     HP  4     Toughness 4
Strongman 0     Accuracy  4     Save DC 8     Magic Power 2
Stealth 2     Perception 1     Agility 3
Fear Response  Hide
Descriptors  [ Blooded ], [ Bony ], [ Living ]
Movement  31 meter land with 1 meter jump. 19 meter swim with 5 meter sink.
Size  1 meter     Reach 1 meter
Carrying Capacity 10 kilograms      Weight 60 Kilograms
Race  Human
Classes  Apprentice 3, Skirmisher 2, Adept 3, Nomad 2, Mage 2, Quickfoot 1
Basic Specialties  Avoider, Stubborn, Offensive, Powerful, Sturdy
Advanced Specialties  Avoider 2, Ungrabbable, Determined 2, Aggressive 2, Energetic, Stealthy, Perceptive, Sturdy 2, Super-Aggressive 2
Extras  Destructive 2

Equipment: Six orange gems

Common Spells (3 charges): time skip, flaming body, slow

Elite Spells (3 charges): fireball, fireswallowing, wall of eternity

Paragon Spells (2 charges): fire burst, haste


Flame Trapper
Paragon   —   139 points
AD  10     GD 7     Will 3     HP  2     Toughness 6
Strongman 0     Accuracy  5     Save DC 8     Magic Power 1
Stealth 3     Perception 2     Agility 5
Descriptors  [ Blooded ], [ Bony ], [ Living ]
Movement  35 meter land speed with 1 meter jump. 23 meter swim speed with 5 meter sink.
Size  1 meter     Reach 1 meter
Carrying Capacity 10 kilograms      Weight 90 Kilograms
Race  Human
Classes  Apprentice 1, Skirmisher 4, Assassin 1, Adept 4, Mage 4, Sorcerer 1
Basic Specialties  Avoider, Defensive, Sturdy, Offensive, Powerful
Advanced Specialties  Avoider 2, Ungrabbable 2, Determined 2, Aggressive 2, Stealthy 2, Sturdy 2, Perceptive 2, Magical (Elite), Magical (Paragon), Super-Aggressive 2
Extras  Destructive 3

Necessary Equipment: Seven orange gems

Helpful Equipment: Seven league boots with purple gem, crystal ball or corpse mirror.

Common Spells (1 Charge): Time skip

Elite Spells (7 Charges): Delay spell, fireball (Increased Area), wall of eternity (Enhanced Range), swallow whole

Paragon Spells (8 Charges): Haste, fire burst, temporal feast, invasive surgery

Exguth plus Priest.jpg
Exguth, Tomb King of Enthuria
Elite   —   29 points
AD  8 (after -1 Armor)     GD 7     Will 3     HP  1     Toughness 6
Strongman 1     Accuracy  1     Save DC 7     Magic Power 0
Stealth -1 (after -1 Armor)     Perception 2     Agility -1 (after -2 Armor)
Fear Response  Flee, Hide, Frenzy, Freeze
Descriptors  [ Blooded ], [ Bony ], [ Undead ]
Movement  27 meter land with 10 meter jump (after flexible bones). 15 meter swim with 5 meter sink.
Size  1 meter     Reach 2 meters
Carrying Capacity 20 kilograms      Weight 80 Kilograms
Race  Human
Classes  Unliving, Warrior 4, Explorer 1, Veteran 1, Spelunker 1, Mountaineer 1
Basic Specialties  Avoider, Stubborn, Defensive, Offensive, Sturdy
Advanced Specialties  Avoider, Ungrabbable, Determined, Aggressive, Perceptive, Sturdy
Extras  Strong
Skills  History +6 (64 skill poitns), Insight +6 (64 skill points), People +5 (32 skill points), Bluff +3 (8 skill points), Legerdemain -2 (after -2 Armor)

Exguth's High Priest grants him the benefits of thoughtweft, bone armor, flexible bones, unmortal vigor, and raise dead. The benefits of these spells have been included above, where possible.

Equipment: Bonebiter spear with white gem. Crown of the lich king with white gem.


Enthurian High Priest
Legend   —   198 points
AD  9     GD 6     Will 7     HP  4     Toughness 5
Strongman 1     Accuracy  1     Save DC 12     Magic Power 4
Stealth 0     Perception 0     Agility 0
Fear Response  Hide
Descriptors  [ Blooded ], [ Bony ], [ Living ]
Movement  15 meter land with 1 meter jump. 3 meter swim with 5 meter sink.
Size  1 meter     Reach 1 meter
Carrying Capacity 20 kilograms      Weight 90 Kilograms
Race  Human
Classes  Apprentice 5, Adept 5, Mage 3, Archmage 1
Basic Specialties  Avoider, Stubborn, Offensive, Powerful, Sturdy
Advanced Specialties  Avoider 2, Ungrabbable, Determined 3, Aggressive 2, Might & Magic, Perceptive, Sturdy 3, Magical (Elite), Super-Determined 2
Extras  Heightened Awareness 1, Destructive 4

Equipment: 9 white gems and 5 pink gems.

Common Spells (3/5 bound to Exguth): thoughtweft, bone armor, flexible bones, soul command, bone bolts

Elite Spells (0/8 bound to Exguth): spine throw, animate skeletons, bone prison, trace bindings, transfer binding

Paragon Spells (1/3 bound to Exguth): unmortal vigor, panic, x-ray vision

Legend Spells (1/1 bound to Exguth): raise dead

Scion of Heretics.jpg


The Scion of Heretics
Legend   —   293 points
AD  9 (after -1 Armor)     GD 8     Will 6     HP  3     Toughness 6
Strongman 0     Accuracy  2     Save DC 11     Magic Power 5
Stealth -1 (after -1 Armor)     Perception 1     Agility 0
Fear Response  Freeze
Descriptors  [ Blooded ], [ Bony ], [ Undead ]
Movement  15 meter land with 4 meter jump (after flexible bones). 3 meter swim with 5 meter sink.
Size  1 meter     Reach 2 meters (after flexible bones)
Carrying Capacity 10 kilograms      Weight 90 Kilograms
Race  Human
Classes  Unliving, Apprentice 5, Adept 5, Mage 4, Archmage 2
Basic Specialties  Avoider, Stubborn, Offensive, Powerful, Sturdy
Advanced Specialties  Avoider 3, Ungrabbable 3, Determined 3, Aggressive 3, Perceptive 2, Magical (Elite), Sturdy 3, Super-Aggressive, Super-Determined
Extras  Destructive 2, Heightened Awareness 1, Gem-Tolerant 2
Skills  Bluff +7 (128 skill points), Insight +5 (64 skill points), Supernatural Philosophy +5 (64 skill points), History +4 (32 skill points), Legerdemain -2 (after -2 Armor)

The Scion of Heretics is under the effects of Bone Armor, Flexible Bones, Regeneration, and Raise Dead.

Once a high priestess of Enthuria named Louka, she got lost on an ill-fated journey to seek an alliance with Greb. Now, she returns many years later as The Scion, claiming to have spoken with the lord of the afterlife, and been reborn in its image. She brings hope of a Second Life to all the peasantry of Enthuria, claiming that the lord of the afterlife has given her knowledge of a beautiful future in which all can live like kings. Her teachings both explicitly and implicitly reject the current social order, declaring that the divine mandate of the Tomb-Kings is heresy before the true rulership of the lord of the afterlife.

Equipment: 7 white gems, 5 pink gems, and 4 orange gems.

Common Spells (2/5 bound to Self): thoughtweft, bone armor, flexible bones, soul command, bone bolts

Elite Spells (0/8 bound to Self): spine throw, animate skeletons, bone prison, trace bindings, transfer binding

Paragon Spells (1/4 bound to Self): unmortal vigor, panic, x-ray vision, perfect satiation

Legend Spells (1/2 bound to Self): raise dead, time stop

Deathmancer Skrax.png


Deathmancer Skrax
Legend   —   594 points
AD  9     GD 9     Will 5     HP  2     Toughness 7
Strongman 0     Accuracy  3     Save DC 10     Magic Power 2
Stealth 3     Perception 3     Agility 3
Fear Response  Hide
Descriptors  [ Blooded ], [ Bony ], [ Living ]
Movement  39 meter land with 1 meter jump. 27 meter swim with 5 meter sink.
Size  1 meter     Reach 1 meter
Carrying Capacity 10 kilograms      Weight 60 Kilograms
Race  Human
Classes  Apothecary 1, Apprentice 4, Poisoner 1, Adept 3, Warlock 1, Doctor 1, Mage 3, Sorcerer 1, Archmage 1, Arcane Master 4
Basic Specialties  Stubborn, Defensive, Offensive, Powerful, Sturdy
Advanced Specialties  Avoider 3, Ungrabbable 3, Determined 3, Aggressive 3, Perceptive 3, Stealthy 3, Sturdy 3, Magical (Elite), Magical (Paragon), Magical (Legend), Super-Magical (Elite), Super-Magical (Paragon), Super-Magical (Legend)
Extras  Fast 4, Quick 3, Gem-Tolerant 3

Necessary Equipment: 7 white gems, 3 purple gems, 3 pink gems.

Extra Equipment: 5 centimeter portable hole with purple gem.

Common Spells (4 charges): necromancer's touch, bone armor, soul command (Triple Shot, Increased Range, Pendulum), warp state

Elite Spells (10 charges): trace bindings, skull grenade (Pendulum), enrage (Increased Range, Pendulum)

Paragon Spells (10 charges): necromantic aura, unmortal vigor (Triple Shot), wall of bone (Enhanced Area, Increased Range), soul crush (Triple Shot, Increased Range), instant message (Enhanced Area), invisibility (Triple Shot)

Legend Spells (11 charges): death ward

Kran Cooper.png


Kran Cooper, Infernal Archaeologist
Legend   —   519 points
AD  10     GD 10 (after +1 Armor)     Will 4     HP  3     Toughness 5
Strongman 6     Accuracy  2     Save DC 10     Magic Power 4
Stealth 3 (after -1 Armor)     Perception 4     Agility 2 (after -2 Armor)
Fear Response  Flee
Descriptors  [ Blooded ], [ Bony ], [ Living ]
Movement  33 meter land with 21 meter jump. 21 meter swim with 5 meter sink.
Size  1 meter     Reach 1 meter
Carrying Capacity 640 kilograms      Weight 70 Kilograms
Race  Human
Classes  Explorer 3, Apprentice 2, Veteran 1, Nomad 1, Spelunker 1, Adept 2, Tracker 1, Duelist 1, Warlord 1, Mage 2, Stalker 1, Speed Racer 1, Archmage 1, Arcane Master 1
Basic Specialties  Avoider, Defensive, Offensive, Well-Rounded, Brutal
Advanced Specialties  Avoider 3, Ungrabbable 3, Determined 3, Aggressive 3, Might & Magic 3, Perceptive 3, Stealthy 3, Sturdy 3, Super-Perceptive, Super-Aggressive
Extras  Hopper 4, Strong 2, Heightened Awareness 1
Skills  History +8 (256 skill points), Scripts +7 (128 skill points), Items +7 (128 skill points), Supernatural Philosophy +4 (16 skill points), Legerdemain -2 (after -2 Armor)

Necessary Equipment: 5 orange gems, armor spikes

Equipment: Gauntlet of chewing with orange gem, elite wand of trace bindings with white gem, elite wand of spatial tunneling with purple gem

Common Spells (2 Charges): Cannibalism, flaming body

Elite Spells (2 Charges): Wall of eternity (Pendulum), fireball

Paragon Spells (2 Charges): consumed by fire, temporal feast (Increased Range)

Legend Spells (2 Charges): Time stop

Anila Reverbs.png


Anila Reverbs, Lady of Destruction
Legend   —   427 points
AD  10     GD 7     Will 4     HP  2     Toughness 5
Strongman 3     Accuracy  4     Save DC 8     Magic Power 4
Stealth 0 (after -1 Armor)     Perception 2     Agility 3 (after -2 Armor)
Fear Response  Flee
Descriptors  [ Blooded ], [ Bony ], [ Living ]
Movement  60 meter land with 5.5 meter jump. 48 meter swim with 5 meter sink.
Size  1 meter     Reach 1 meter
Carrying Capacity 80 kilograms      Weight 55 Kilograms
Race  Human
Classes  Explorer 2, Apprentice 3, Sniper 1, Sprinter 1, Adept 2, Warlock 1, Annihilator 2, Sorcerer 2, Gem Enthusiast 1, Archmage 2, Arcane Master 1
Basic Specialties  Avoider, Stubborn, Offensive, Powerful, Magical
Advanced Specialties  Avoider 3, Ungrabbable 2, Determined 2, Aggressive 3, Might & Magic 3, Sturdy 2, Perceptive 2, Energetic 3, Super-Aggressive 3
Extras  Gem-Tolerant, Destructive 4, Hopper 2, Fast 2
Skills  Supernatural Philosophy +8 (256 skill points) (Subfields: Orange and Blue), Items +7 (128 skill points) (Subfields: Orange and Blue items), People +3 (8 skill points) (Subfield: Mages), Insight +5 (32 skill points) (Subfield: Lies), Legerdemain -2 (after -2 Armor)

Necessary Equipment: White gem, 5 blue gems, orange gem, sword

Equipment: Crown of fire control and orange gem, chainmail

Common Spells (6 charges): glowing orb (Increased Area), electrocute, air dash (Pendulum)

Elite Spells (3 charges): Fireball (Fire Column, Stormball, Increased Area, Magmatize, Charged), blood cloud (Fast Cloud)

Paragon Spells (3 charges): none

Legend Spells (3 charges): Air shield, levitate

Master Bounty Hunter.png


Master Bounty Hunter
Paragon   —   102 points
AD  10     GD 7     Will 2     HP  3     Toughness 5
Strongman 2     Accuracy  3     Save DC 7     Magic Power 0
Stealth 3     Perception 2     Agility 8
Fear Response  Hide, Frenzy
Descriptors  [ Blooded ], [ Bony ], [ Living ]
Movement  49 meter land with 12 meter jump. 37 meter swim with 5 meter sink.
Size  1 meter     Reach 1 meter
Carrying Capacity 40 kilograms      Weight 80 Kilograms
Race  Human
Classes  Warrior 1, Skirmisher 3, Explorer 1, Sniper 1, Assassin 1, Combat Whirlwind 1, Spelunker 1, Stunt Shooter 1, Opportunist 1, Quickfoot 1
Basic Specialties  Avoider, Defensive, Offensive, Brutal, Sturdy
Advanced Specialties  Avoider 2, Ungrabbable 2, Determined, Aggressive 2, Energetic, Stealthy 2, Perceptive 2, Sturdy 2
Extras  Strong, Hopper 2

Equipment: Three of the following sets:


Hidden Wanderer
Paragon   —   153 points
AD  10     GD 8     Will 1     HP  2     Toughness 5
Strongman 0     Accuracy  3     Save DC 8     Magic Power 0
Stealth 5     Perception 2     Agility 12
Fear Response  Hide
Descriptors  [ Blooded ], [ Bony ], [ Living ]
Movement  122 meter land with 1 meter jump. 110 meter swim with 5 meter sink. 117 meter burrow. 109 meter teleport.
Size  1 meter     Reach 1 meter
Carrying Capacity 10 kilograms      Weight 60 Kilograms
Race  Human
Classes  Skirmisher 5, Sniper 1, Assassin 1, Sadist 1, Quickfoot 5
Basic Specialties  Avoider, Defensive, Offensive, Well-Rounded, Sturdy
Advanced Specialties  Avoider 2, Ungrabbable 2, Determined, Aggressive 2, Energetic, Stealthy 2, Perceptive, Sturdy, Super-Stealthy 2
Extras  Fast 6

Equipment: Elite wand of earth travel, common wand of warp state, paragon wand of invisibility. One white gem, one green gem, and one purple gem. All spells cast on self. Assorted weapons (sword, 3 throwing knives).

Anithral, Devourer of Innocence.png


Anithral, Devourer of Innocence
Paragon   —   138 points
AD  7 (after -1 Armor)     GD 8     Will 5     HP  3     Toughness 6
Strongman 0     Accuracy  0     Save DC 10     Magic Power 0
Stealth 1 (after -1 Armor)     Perception 3     Agility -2 (after -2 Armor)
Fear Response  N/A
Descriptors  [ Blooded ], [ Bony ], [ Living ]
Movement  27 meter land with 1 meter jump. 14 meter teleport speed. 15 meter swim speed with 5 meter sink.
Size  1 meter     Reach 1 meter
Carrying Capacity 10 kilograms      Weight 140 Kilograms
Race  Human
Classes  Apprentice 5, Adept 5, Mage 5, Perfect 1
Basic Specialties  Stubborn, Defensive, Offensive, Sturdy, Magical
Advanced Specialties  Avoider 2, Ungrabbable 2, Determined 2, Stealthy 2, Perceptive 2, Energetic 2, Sturdy 2, Magical (Elite), Magical (Paragon), Super-Determined, Super-Sturdy
Extras  Gem-Tolerant

Anithral's creator, Kul, as he became old and his hopes of achieving personal enlightenment seemed impossible, determined that if he could not achieve enlightenment, he'd create someone who would. Kul instantiated five people with different ideals in the hope that one would succeed. Anithral was imbued with Ambition and Self-Sufficiency, which led him to quickly surpass even his creator's power. With great power comes great appetite, however, so Anithral ate the souls of his four Perfect siblings with such stealth that Kul did not realize his folly before it was too late.

Now, Anithral seeks secret magics, while he lives solely off of the souls of copies of himself that the imprisoned Kul is forced to create for him.

Equipment: 6 pink gems, 3 purple gems, 3 white gems

Common Spells (2/8 bound to self): Disconcerting song, soul command, warp state (1 bound to self), bone armor (1 bound to self), glowing orb

Elite Spells (8 charges): Enrage, transfer binding, spatial tunneling, word of beckoning, skull grenade, trace bindings

Paragon Spells (1/8 bound to self): Soul crush, panic, inculcate, soul swap, unmortal vigor (1 bound to self)

Sky Monk.jpg
Sky Monk
Paragon   —   109 points
AD  9     GD 8     Will 0     HP  3     Toughness 7
Strongman 2     Accuracy  2     Save DC 6     Magic Power 0
Stealth 0     Perception 3     Agility 3
Fear Response  Frenzy, Flee
Descriptors  [ Blooded ], [ Bony ], [ Living ]
Movement  52 meter land speed with 20 meter jump. 40 meter swim speed with 5 meter sink.
Size  1 meter     Reach 1 meter
Carrying Capacity 40 kilograms      Weight 70 Kilograms
Race  Human
Classes  Warrior 4, Skirmisher 1, Spelunker 2, Combat Whirlwind 1, Duelist 1, Brute 3
Basic Specialties  Avoider, Ungrabbable, Offensive, Brutal, Sturdy
Advanced Specialties  Avoider 2, Ungrabbable, Aggressive 2, Energetic, Perceptive 2, Sturdy 2, Super-Sturdy 2
Extras  Hopper 2

Equipment: Crown of comprehension, purple gem

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Battle Demagogue
Elite   —   32 points
AD  8     GD 6     Will 4     HP  2     Toughness 4
Strongman 0     Accuracy  2     Save DC 9     Magic Power 0
Stealth 1     Perception 1     Agility 0
Fear Response  Flee
Descriptors  [ Blooded ], [ Bony ], [ Living ]
Movement  27 meter land speed with 1 meter jump. 15 meter swim speed with 5 meter sink.
Size  1 meter     Reach 1 meter
Carrying Capacity 10 kilograms      Weight 80 Kilograms
Race  Human
Classes  Apprentice 4, Adept 3, Warlock 1
Basic Specialties  Avoider, Stubborn, Offensive, Sturdy
Advanced Specialties  Avoider, Ungrabbable, Determined, Aggressive, Stealthy, Perceptive, Super-Determined
Extras  Fast 2

Equipment: Three pink gems

Common Spells (4 charges): Disconcerting song (Increased Area), thoughtweft, soul command (Enhanced Range), teleportation tagalong

Elite Spells (4 charges): Wall of terror, enrage, eruption of bliss

Soulsinger.jpg
Soulsinger
Legend   —   209 points
AD  10     GD 7     Will 8     HP  3     Toughness 5
Strongman 0     Accuracy  3     Save DC 12     Magic Power 0
Stealth 2     Perception 2     Agility 3
Fear Response  Flee
Descriptors  [ Blooded ], [ Bony ], [ Living ]
Movement  51 meter land speed with 1 meter jump. 39 meter swim speed with 5 meter sink.
Size  1 meter     Reach 1 meter
Carrying Capacity 10 kilograms      Weight 80 Kilograms
Race  Human
Classes  Apprentice 5, Adept 3, Warlock 2, Diplomat 1, Mage 3, Manipulator 1
Basic Specialties  Avoider, Stubborn, Defensive, Offensive, Sturdy
Advanced Specialties  Avoider 2, Ungrabbable 2, Determined 3, Aggressive 2, Energetic, Stealthy 2, Perceptive 2, Sturdy 2, Super-Determined 2
Extras  Fast 5

Equipment: 11 pink gems

Common Spells (5 charges): Disconcerting song (Increased Area), thoughtweft (Enhanced Range), soul command (Triple Shot, Enhanced Range), teleportation tagalong, freeze flame

Elite Spells (5 charges): Wall of terror, enrage, eruption of bliss

Paragon Spells (4 charges): Soul crush, calm emotions, panic


Bzoz (Creature Form)
Legend   —   538 points
AD  10     GD 9     Will 4     HP  2     Toughness 6
Strongman 0     Accuracy  0     Save DC 10     Magic Power 4
Stealth 3     Perception 4     Agility 0
Descriptors  [ Blooded ], [ Bony ], [ Living ], [ Pink ]
Movement  40 meter land with 4 meter jump.
Size  1 meter     Reach 1 meter
Carrying Capacity 10 kilograms      Weight 40 Kilograms
Race  Swarm
Classes  Apprentice 3, Acolyte 2, Adept 3, Warlock 2, Mage 3, Sorcerer 2, Archmage 1, Arcane Master 4
Basic Specialties  Avoider, Defensive, Offensive, Sturdy, Powerful
Advanced Specialties  Avoider 3, Ungrabbable 3, Determined 3, Aggressive 3, Stealthy 3, Perceptive 3, Sturdy 3, Magical (Elite), Magical (Paragon), Magical (Legend), Super-Magical (Elite), Super-Magical (Paragon), Super-Magical (Legend)
Extras  Gem-Tolerant, Fast 5
Skills  Supernatural Philosophy +8 (Pink and Purple magic) (256 skill points), Items +7 (Pink and Purple items) (128 skill points), Insight +7 (Identifying what people appreciate or protect) (128 skill points), Bluff +4 (Falsely expressing emotions) (26 skill points)


Bzoz (Cloud Form)
Legend   —   538 points
AD  10     GD 9     Will 4     HP  2     Toughness 6
Strongman 0     Accuracy  0     Save DC 10     Magic Power 4
Stealth 3     Perception 4     Agility 0
Descriptors  [ Blooded ], [ Bony ], [ Living ], [ Pink ]
Movement  40 meter fly with 4 meter aerobatics.
Size  2 meters     Reach 1 meter
Carrying Capacity 10 kilograms      Weight 40 Kilograms
Race  Swarm
Classes  Apprentice 4, Acolyte 1, Adept 3, Warlock 2, Mage 3, Sorcerer 2, Archmage 1, Arcane Master 4
Basic Specialties  Avoider, Defensive, Offensive, Sturdy, Powerful
Advanced Specialties  Avoider 3, Ungrabbable 3, Determined 3, Aggressive 3, Stealthy 3, Perceptive 3, Sturdy 3, Magical (Elite), Magical (Paragon), Magical (Legend), Super-Magical (Elite), Super-Magical (Paragon), Super-Magical (Legend)
Extras  Gem-Tolerant, Fast 5
Skills  Supernatural Philosophy +8 (Pink and Purple magic) (256 skill points), Items +7 (Pink and Purple items) (128 skill points), Insight +7 (Identifying what people appreciate or protect) (128 skill points), Bluff +4 (Falsely expressing emotions) (26 skill points)

An eccentric Swarm magus named Bzoz devoted its life to instantiate perfect human. Since then, it has spent most of its time creating about four thousand new perfect humans a year (dismissing them from its party so they can do as they will). These perfect humans seek to build the greatest hive the world has ever known, with a Swarm on its throne. For now, Bzoz is on that throne. The initial Servant of the Swarm stat block is immediately below this one.

Equipment: 6 pink gems, 5 purple gems

Common Spells (5 charges): Soul command (Enhanced Range, Scroll, Mass, Pendulum), thoughtweft, warp state, resize creature (Suppressible, Resize Object, Enhanced Range, Redundant)

Elite Spells (11 charges): Wall of terror (Increased Area), opposite reaction (Alternate Reaction, Overreaction, Pendulum), wall of prodigal depth (Giant Hole)

Paragon Spells (11 charges): Panic (Controlled Panic, Increased Area), word of recall (Repeated Recall), instant message (Increased Area, Scroll)

Legend Spells (11 charges): instantiate perfect human


Servant of the Swarm
Common   —   14 points
AD  6     GD 5     Will 1     HP  1     Toughness 5
Strongman 1     Accuracy  0     Save DC 6     Magic Power 0
Stealth 1     Perception 1     Agility 4
Descriptors  [ Blooded ], [ Bony ], [ Living ]
Movement  35 meter land with 1 meter jump. 23 meter swim with 5 meter sink.
Size  1 meter     Reach 1 meter
Carrying Capacity 20 kilograms      Weight 80 Kilograms
Race  Human
Classes  Skirmisher 4, Defender 1, Perfect
Basic Specialties  Defensive, Offensive, Sturdy, Energetic
Extras  Strong

The Servants of the Swarm, with their bald heads and striped robes with deep hoods, mostly work on improving the hive. A few can be seen wandering far and wide in search of treasures and construction tools or techniques to use for improving the construction of this hive, or souls to feed on. The Servants of the Swarm would never harm a Swarm, or fail to rescue one from death, have an enduring love of architecture, and love keeping secrets. As free-willed individuals, some Servants of the Swarm who wander long enough may choose to start up their own hives for other Swarms they find.

Some Servants of the Swarm have gained levels in their adventures beyond those shown here.

The Preventer.png


The Preventer
Elite   —   119 points
AD  7     GD 6     Will 2     HP  3     Toughness 7
Strongman 6     Accuracy  2     Save DC 8     Magic Power 0
Stealth 1     Perception 1     Agility -3
Descriptors  [ Machine ]
Movement  36 meter land speed with 4 meter jump. 21 meter swim speed with 30 meter sink.
Size  4 meters     Reach 2.25 meters
Carrying Capacity 640 kilograms      Weight 3200 Kilograms
Race  Multiplicity Golem
Classes  Special (Common) 4, Skirmisher 1, Special (Elite) 4, Nomad 1
Basic Specialties  Avoider, Defensive, Offensive, Sturdy, Brutal
Advanced Specialties  Avoider, Ungrabbable, Determined, Aggressive, Sturdy, Stealthy, Perceptive, Energetic, Super-Sturdy
Extras  Big 2, Strong 1

Equipment: Mundanity shrine with orange gem, common wand of resize creature with purple gem cast on self (enlarge) but not carried, mace

Door-Fighter.jpg


Door-Fighter
Elite   —   60 points
AD  7     GD 8     Will 0     HP  3     Toughness 5
Strongman 5     Accuracy  1     Save DC 6     Magic Power 0
Stealth 1     Perception 2     Agility -1
Fear Response  Flee, Frenzy, Hide, Freeze
Descriptors  [ Blooded ], [ Bony ], [ Living ]
Movement  40 meter land with 1 meter jump. 28 meter swim speed with 5 meter sink.
Size  2 meters     Reach 1.5 meters
Carrying Capacity 320 kilograms      Weight 720 Kilograms
Race  Human
Classes  Warrior 4, Skirmisher 1, Combat Whirlwind, Rapid Shooter 2, Sniper 1
Basic Specialties  Avoider, Ungrabbable, Offensive, Brutal, Sturdy
Advanced Specialties  Avoider, Ungrabbable, Aggressive, Stealthy, Perceptive, Sturdy, Super-Aggressive
Extras  Big, Strong

Goes around to abandoned or isolated buildings to hunt for rogue doors. No door is safe from this elite warrior.

Equipment: Three throwing knives, battering ram.

The Geat.jpg


The Geat
Paragon   —   134 points
AD  9     GD 9     Will 2     HP  4     Toughness 5
Strongman 5     Accuracy  1     Save DC 8     Magic Power 0
Stealth 0 (after -1 Armor)     Perception 3     Agility 4 (after -2 Armor)
Fear Response  Frenzy, Hide, Freeze
Descriptors  [ Blooded ], [ Bony ], [ Living ]
Movement  60 meter land with 14 meter jump. 48 meter swim speed with 5 meter sink.
Size  1 meter     Reach 1 meter
Carrying Capacity 320 kilograms      Weight 130 Kilograms
Race  Human
Classes  Warrior 2, Skirmisher 3, Assassin 1, Spelunker 1, Mountaineer 1, Brawler 1, Berserker 1, Perfect Goth 3, Pneumatist 1
Basic Specialties  Avoider, Ungrabbable, Offensive, Sturdy, Brutal
Advanced Specialties  Avoider 2, Ungrabbable 2, Determined 2, Aggressive 2, Energetic, Stealthy, Perceptive 2, Sturdy 2, Super-Sturdy, Super-Aggressive
Extras  Strong, Hopper 3

Equipment: Chainmail, shield, sword.

Nerva Enquiser.jpg


Nerva Enquiser
Paragon   —   151 points
AD  8     GD 8     Will 4     HP  3     Toughness 5
Strongman 4     Accuracy  2     Save DC 9     Magic Power 2
Stealth 2     Perception 2     Agility 4
Fear Response  Freeze
Descriptors  [ Blooded ], [ Bony ], [ Living ]
Movement  33 meter land with 1 meter jump. 21 meter swim speed with 5 meter sink.
Size  1 meter     Reach 1 meter
Carrying Capacity 160 kilograms      Weight 60 Kilograms
Race  Human
Classes  Defender 1, Warrior 2, Scout 1, Apprentice 1, Ambusher 1, Adept 4, Diplomat 1, Mage 2, Sorcerer 2
Basic Specialties  Stubborn, Defensive, Offensive, Sturdy, Brutal
Advanced Specialties  Avoider 2, Ungrabbable 2, Determined 2, Aggressive 2, Might & Magic 2, Stealthy 2, Perceptive 2, Sturdy 2, Energetic 2, Magical (Elite), Magical (Paragon)
Extras  Strong 2, Gem-Tolerant
Skills  Nature +6 (64 skill points), People +6 (64 skill points), Insight +5 (32 skill points)

Nerva Enquiser, Friend of Woodland Creatures, usually has a plethora of wildlife attuned as familiars, with whom she speaks freely via her crown of comprehension. She tends to traipse through the forest, singing merrily, and is sometimes seen with a squadron of midgets.

Equipment: 4 green gems, 3 purple gems. Crown of comprehension with purple gem.

Common Spells (1 Charge): Resize creature

Elite Spells (7 Charges): Attune familiar (Meatspace, Triple Shot), earth travel (Triple Shot), extrude (Enhanced Range), word of beckoning.

Paragon Spells (7 Charges): Word of recall, carve.

King of the Humans.jpg


King of the Humans
Common   —   4 points
AD  5     GD 5     Will 0     HP  1     Toughness 4
Strongman 1     Accuracy  0     Save DC 6     Magic Power 0
Stealth 0     Perception 0     Agility 0
Descriptors  [ Blooded ], [ Bony ], [ Living ]
Movement  15 meter land with 1 meter jump. 3 meter swim with 5 meter sink.
Size  1 meter     Reach 1 meter
Carrying Capacity 20 kilograms      Weight 120 Kilograms
Race  Human
Extras  Strong 1

The King of the Humans claims this title because his relatively small and predominantly human kingdom is surrounded on most sides by non-human settlements and countries, aside from the side which is an ocean.


Black Guide
Elite   —   14 points
AD  5     GD 5     Will 2     HP  3     Toughness 4
Strongman 0     Accuracy  1     Save DC 7     Magic Power 0
Stealth 0     Perception 0     Agility 1
Descriptors  [ Blooded ], [ Bony ], [ Living ]
Movement  15 meter land with 1 meter jump. 3 meter swim with 5 meter sink.
Size  1 meter     Reach 1 meter
Carrying Capacity 10 kilograms      Weight 50 Kilograms
Race  Human
Classes  Apprentice 3, Warlock 1
Advanced Specialties  Magical (Elite), Sturdy
Extras  Quick

Equipment: Black gem

Common Spells (3 Charges): Astral journey (Astral Skin), blessing of consecration (Extreme Blessing), nullify momentum

Elite Spells (4 Charges): none


Messenger of the Angels
Elite   —   26 points
AD  7     GD 5     Will 3     HP  3     Toughness 5
Strongman 0     Accuracy  2     Save DC 8     Magic Power 0
Stealth 0     Perception 0     Agility 1
Descriptors  [ Blooded ], [ Bony ], [ Living ]
Movement  15 meter land with 1 meter jump. 3 meter swim with 5 meter sink.
Size  1 meter     Reach 1 meter
Carrying Capacity 10 kilograms      Weight 50 Kilograms
Race  Human
Classes  Apprentice 4, Adept 2, Warlock 1
Advanced Specialties  Aggressive, Determined, Magical (Elite), Sturdy, Super-Sturdy
Extras  Quick

Equipment: Two black gems

Common Spells (4 Charges): Astral journey (Astral Skin), blessing of consecration (Extreme Blessing), summon angel, nullify momentum

Elite Spells (6 Charges): Exorcism, mass sacrifice

Sample 25 point characters

Following are a few 25 point, 4200 copper characters for quickly starting a low-level campaign, with 25 skill points distributed. Keep in mind that you can use multiple cheaper characters instead of a single expensive one. Note that these have been given the Hero class, and you may wish to remove it.

Barbarian Champion.jpg


Barbarian Champion
Elite   —   25 points
AD  6     GD 6     Will 0     HP  2     Toughness 5
Strongman 1     Accuracy  2     Save DC 6     Magic Power 0
Stealth 1     Perception 2     Agility 2
Fear Response  Flee, Hide, Frenzy
Descriptors  [ Blooded ], [ Bony ], [ Living ]
Movement  32 meter land with 10 meter jump. 20 meter swim with 5 meter sink.
Size  1 meter     Reach 1 meter
Carrying Capacity 20 kilograms      Weight 90 Kilograms
Race  Human
Classes  Hero, Warrior 2, Skirmisher 1, Berserker 1, Spelunker 1, Brawler 1
Basic Specialties  Offensive, Sturdy, Brutal
Advanced Specialties  Avoider, Ungrabbable, Aggressive, Stealthy, Perceptive, Sturdy
Extras  Hopper 2
Skills  Nature +4 (16 skill points), Bluff +3 (9 skill points)

Equipment: massive axe, spear, sword, 6 throwing knives, shield, willcrusher with pink gem, fascinating trinket, 897 copper worth of fine goods.

Orange Wizard.jpg


Captain Stirl
Elite   —   25 points
AD  8     GD 5     Will 1     HP  2     Toughness 4
Strongman 0     Accuracy  0     Save DC 7     Magic Power 3
Stealth 1     Perception -1     Agility 0
Fear Response  Hide
Descriptors  [ Blooded ], [ Bony ], [ Living ]
Movement  15 meter land with 1 meter jump. 3 meter swim with 5 meter sink.
Size  1 meter     Reach 1 meter
Carrying Capacity 10 kilograms      Weight 70 Kilograms
Race  Human
Classes  Hero, Apprentice 3, Adept 3
Basic Specialties  Avoider, Powerful, Magical
Advanced Specialties  Avoider, Determined, Aggressive, Stealthy, Sturdy, Magical (Elite)
Extras  Heightened Awareness 1
Skills  Supernatural Philosophy +4 (16 skill points), Bluff +2 (4 skill points), Scripts +2 (4 skill points), History +0 (1 skill point)

The intrepid Captain Stirl was a shining example of the Hokern ideal until he chanced upon a particularly lurid scene of debauchery by a member of the ruling council and became disillusioned. Now he's a vigilante who strives to bring down the Hokern and replace it with a more honestly egalitarian society.

Equipment: 2 orange gems, arbalest with 10 bolts, sword, 119 copper.

Common Spells (6 Charges): Fire breath, Time skip, Flaming body

Elite Spells (6 Charges): Fireball, Swallow whole, Wall of eternity

Paladin of White.jpg


Aaron Mann
Elite   —   25 points
AD  7     GD 6     Will 3     HP  2     Toughness 5
Strongman 1     Accuracy  1     Save DC 8     Magic Power 1
Stealth 0     Perception 0     Agility 1
Fear Response  Hide
Descriptors  [ Blooded ], [ Bony ], [ Living ]
Movement  18 meter land with 3.5 meter jump. 6 meter swim with 5 meter sink.
Size  1 meter     Reach 1 meter
Carrying Capacity 20 kilograms      Weight 80 Kilograms
Race  Human
Classes  Hero, Apprentice 1, Defender 1, Warrior 1, Explorer 1, Bodyguard 1, Adept 1
Basic Specialties  Defensive, Stubborn, Offensive, Sturdy
Advanced Specialties  Avoider, Determined, Aggressive, Sturdy
Extras  Strong 1, Hopper 1
Skills  Insight +3 (9 skill points), Items +3 (8 skill points), Scripts +3 (8 skill points)

Aaron Mann is a north Enthurian paladin of order Matt. After certain events that got him out of favor with his immediate superior, he was commanded to hunt down and bring the infamous Deathmancer Skrax to justice. Few people really believe that he has a chance.

Equipment: 2 white gems, Sword, Crossbow with 30 bolts, 147 copper

Common Spell (1 Charge): flexible bones

Elite Spell (1 Charge): turn undead

Ranger.jpg


Marianne Fletcher
Elite   —   25 points
AD  7     GD 7     Will 0     HP  2     Toughness 4
Strongman 3     Accuracy  1     Save DC 6     Magic Power 0
Stealth 2     Perception 1     Agility 2
Fear Response  Hide, Flee, Frenzy
Descriptors  [ Blooded ], [ Bony ], [ Living ]
Movement  30 meter land with 1 meter jump. 18 meter swim with 5 meter sink.
Size  1 meter     Reach 1 meter
Carrying Capacity 80 kilograms      Weight 70 Kilograms
Race  Human
Classes  Hero, Warrior, Skirmisher 2, Combat Whirlwind 1, Veteran 1, Nomad 1
Basic Specialties  Defensive, Offensive, Brutal
Advanced Specialties  Avoider, Ungrabbable, Aggressive, Perceptive, Stealthy, Sturdy
Extras  Strong
Skills  Nature +4 (16 skill points), Bluff +3 (8 skill points), Items +0 (1 skill point)

Ms. Fletcher lives on the outskirts of Hokern, searching for possible locations to begin new mining operations, and defensive weaknesses in neighboring countries to begin new incursions.

Equipment: 2 crossbows with 210 bolts, Arbalest with 20 bolts, 2 swords, Orange gem, Fire bomb, 2089 copper.

Purple Occultist.jpg


Shara
Elite   —   25 points
AD  6     GD 5     Will 1     HP  3     Toughness 4
Strongman 0     Accuracy  2     Save DC 8     Magic Power 0
Stealth 2     Perception 2     Agility 2
Fear Response  Flee
Descriptors  [ Blooded ], [ Bony ], [ Living ]
Movement  15 meter land with 1 meter jump. 3 meter swim with 5 meter sink.
Size  1 meter     Reach 1 meter
Carrying Capacity 10 kilograms      Weight 60 Kilograms
Race  Human
Classes  Hero, Apprentice 2, Acolyte 1, Adept 2, Warlock 1
Basic Specialties  Offensive, Well-Rounded, Sturdy
Advanced Specialties  Avoider, Determined, Aggressive, Stealthy, Perceptive, Sturdy
Extras  Quick 2
Skills  Supernatural Philosophy +3 (8 skill points), Bluff +3 (8 skill points), Scripts +3 (8 skill points), History +0 (0 skill points)

Shara would have preferred to stay in Muil and continue studying the many exotic tomes her town has collected over the years, but the portal for her town's largest group of nomads closed without warning. Being the person most suited for adventuring remaining in her village, Shara was commanded to go and investigate this disappearance.

Equipment: 2 purple gems, arbalest with 10 bolts, sword, 119 copper

Common Spells (3 charges): resize creature (Suppressible, Resize Object, Enhanced Range), warp state (Triple Shot)

Elite Spells (3 charges): spatial tunneling, wall of prodigal depth

Marth.jpg


Marth Litigus
Elite   —   25 points
AD  9     GD 5     Will 2     HP  2     Toughness 4
Strongman 0     Accuracy  2     Save DC 7     Magic Power 0
Stealth 2     Perception 1     Agility 2
Fear Response  Flee, Frenzy, Freeze, Hide
Descriptors  [ Blooded ], [ Bony ], [ Living ]
Movement  26 meter land with 1 meter jump. 14 meter swim with 5 meter sink.
Size  1 meter     Reach 1 meter
Carrying Capacity 10 kilograms      Weight 70 Kilograms
Race  Deathtouched
Classes  Hero, Warrior 3, Veteran 1, Sniper 1, Combat Whirlwind 1
Basic Specialties  Avoider, Defensive, Offensive
Advanced Specialties  Avoider, Determined, Aggressive, Stealthy, Perceptive, Sturdy
Extras  Quick 2
Skills  People +4 (16 skill points), Supernatural Philosophy +2 (5 skill points), Bluff +2 (4 skill points)

Marth is a Deathtouched, raised by human Greb as one of their own, who likes to stand on cliff edges as the wind blows on his cloak. Ever since he donned the crown of conviction, he has stopped doubting that he is the best warrior the world has ever known.

Equipment: 1 pink gem, crown of conviction, two swords, longbow, 610 copper.

Skyler Atrude.png


Skyler Atrude
Elite   —   25 points
AD  8     GD 6     Will 1     HP  2     Toughness 4
Strongman 2     Accuracy  1     Save DC 7     Magic Power 0
Stealth 2     Perception 0     Agility 0
Fear Response  Hide
Descriptors  [ Blooded ], [ Bony ], [ Living ], [ Purple ]
Movement  22 meter land with 2 meter jump. 15 meter swim with 5 meter sink.
Size  1 meter     Reach 1 meter
Carrying Capacity 40 kilograms      Weight 75 Kilograms
Race  Bellig
Classes  Hero, Common Brain Eater 3, Elite Brain Eater 3
Basic Specialties  Avoider, Offensive, Brutal
Advanced Specialties  Avoider, Ungrabbable, Determined, Aggressive, Stealthy, Sturdy
Extras  Fast 2
Skills  Items +4 (16 skill points), People +3 (9 skill points)

Skyler is the last in a long lineage of Atrudes, Belligs who specialize more than usual in consuming the brains of their foes in order to gain their precious knowledge. Skyler aspires to be a great craftsman, adopting the best techniques of every culture.

Equipment: 1 purple gem, brain lock, warp orb, spacehammer, mindslicer, explorer's top, spear, arbalest with 20 bolts, 728 copper

Lil Valen.png


Valen Gorth
Elite   —   24 points
AD  9     GD 8     Will 1     HP  1     Toughness 3
Strongman -3     Accuracy  0     Save DC 8     Magic Power -1
Stealth 0     Perception 2     Agility -1
Fear Response  Flee
Descriptors  [ Blooded ], [ Bony ], [ Living ], [ Green ], [ Psychic ]
Movement  15 meter land with 3 meter jump. 3 meter swim with 5 meter sink.
Size  0.25 meters     Reach 0.25 meters
Carrying Capacity 1.25 kilograms      Weight 1 Kilogram
Race  Arthropus
Classes  Hero, Scout 1, Psychic Initiate 4, Psychic Exemplar 2
Basic Specialties  Psychic, Avoider, Ungrabbable, Defensive, Offensive
Advanced Specialties  Avoider, Determined, Perceptive, Psychic Aura
Extras  Small, Hopper
Skills  Supernatural Philosophy +4 (17 skill points), Legerdemain +3 (8 skill points)

Strong Aura: 12 meters

Faint Aura: 72 meters

Little Valen is a long way away from home. He was shipwrecked while on vacation, losing all of his immediate family members and becoming stranded in this strange land with only his prodigious telepathic abilities to protect himself.

Equipment: Crown of biohazards with green gem, 700 copper

Bloodlines: Telepathy

Minor Techniques: Ping, Persuasion (Group Persuasion)

Minor Presences: Aura control (Hiding Aura / Shape Aura), Mental security