Nightblade

Any Race, Humanoid; Minor; Black Soul (1500)

Stats

CharacteristicValueAttributeValueSkillValue
Strength30Hit Points18Combat70
Endurance35Wound Thr.10Magic70
Agility50Magicka40Evade60
Intelligence40Stamina3Observe70
Willpower40Initiative+12Stealth80
Perception40Action Pts.3Knowledge60
Personality35Speed13mSocial55
Morale60SizeStd.Physical55

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