Nightblade
Any Race, Humanoid; Minor; Black Soul (1500)
Stats
| Characteristic | Value | Attribute | Value | Skill | Value |
|---|---|---|---|---|---|
| Strength | 30 | Hit Points | 18 | Combat | 70 |
| Endurance | 35 | Wound Thr. | 10 | Magic | 70 |
| Agility | 50 | Magicka | 40 | Evade | 60 |
| Intelligence | 40 | Stamina | 3 | Observe | 70 |
| Willpower | 40 | Initiative | +12 | Stealth | 80 |
| Perception | 40 | Action Pts. | 3 | Knowledge | 60 |
| Personality | 35 | Speed | 13m | Social | 55 |
| Morale | 60 | Size | Std. | Physical | 55 |
Weapons & Armor
- • Steel Dagger: 1d4+1; Slashing, Exploit Weakness
- Thrown(5/10/15), Small; Reach 1m, 1H
- • Steel Shortsword: 1d6+1; Slashing, Exploit Weakness;
- Reach 1m, 1H
- • Wood Shortbow: 1d6; (20/100/200)m Range; Reload(1)
- ▪ Includes 12 Steel Arrows (+1 Damage, Splitting or
- Slashing)
- • Padded Leather: 2 AR, 1 Fire; Full, Light
Special Abilities
- • Obfuscation (1 AP + 1 SP): Allows the Nightblade to roll
- for Stealth so that they can hide in plain sight as a Secondary
- Action. Onlookers see them vanish in a smoky blur, as they
- throw a smoke bomb on the ground at their location.
- • Leap Away (1 SP): Allows the Nightblade to dodge in any
- direction for 2m as part of their normal movement. This
- movement does not provoke attacks of opportunity.
- • Refresh (1 AP + 1 SP): The Nightblade can drink a potion
- which either refreshes their MP to full or regain all of the
- casts for their Spellcaster trait as a Secondary Action.
Traits
- • Spellsword: May cast spells with only one hand without
- penalty.
- • Shadow Strike: +3 damage inflicted against unaware or
- surprised targets
- • Assassin Strike: If the character successfully inflicts damage
- with an attack (after mitigation) then the target of that attack
- cannot make an attack of opportunity against the character
- during that turn.
- • Master of Illusions: Can test Illusion instead of Deceive or
- Evade.
- Pilgrim
- Pilgrims are travelers, seekers of truth and enlightenment. They
- fortify themselves for the road and wilderness with arms, armor
- and magic, and through wide experience of the world, they become
- shrewd in commerce and persuasion.
Encountering Nightblade
76 Spells • Chameleon 2: 7 MP; Upkeep; Caster gains the Chameleon(- 10) condition for 1 minute. • Invisibility 4: 13 MP; Upkeep; Caster gains the Invisible condition for 1 round. This condition is lost if they attack or cast another spell. • Night Eye 2: 8 MP; Upkeep; Caster gains the ability to see in the dark up to 20m away for 1 minute. • Poison Bolt 2: 6 MP; 1d6 Poison; Unconventional, Ranged(100m), Attack, Overload (+WB to Dmg) • Poison Bite 2: 5 MP; 1d6 Poison; Unconventional, Melee(1m), Attack, Overload (+WB to Dmg) • Sanctuary 3: 22 MP; Upkeep; Caster gains 3 DoS on de- fense tests for 1 round, can move 1m further when success- fully evading AoE effects • Feather: 11 MP; Upkeep; Caster lowers their Encumbrance by one for 1 round and their armor is one weight class lighter. • Burden 2: 10 MP; Upkeep, Direct; Target within 50m must test Strength at +10 or raise the Encumbrance level by one for 1 round. Priest Priests tend to the spiritual needs of their communities, and are trained in the healing arts. Any Race, Humanoid; Minor; Black Soul (1500) Characteristics Attributes Skills