List | Feature |
Ability |
***Dark Sight*** ' see’ normally in any level of limited light, even its complete absence. |
Ability |
***Earth Sense*** Perfect sense of direction, depth and orientation beneath ground and suffers no penalties to Perception rolls for underground environments. |
Ability |
***Reaction to Iron*** Double all damage that penetrates. |
Ability |
***Hate the Sunlight*** Demoralised under sunlight - all skill rolls are one grade harder. |
Basic Poison |
**Blowgun Poison**
*Application*: Injected
*Potency*: 70
*Resistance*: Endurance
*Onset time*: 1d6 rounds
*Duration*: 4 hours
*Conditions*: Paralysis
*Antidote/Cure*: Only time |
Combat Style Trait- Close Combat |
***Batter Down***– If the fighter’s Damage Modifier is one or more steps greater than his opponent’s, his Damage Modifier roll is counted as double solely for the purposes of calculating Knockback. |
Combat Style Trait- Unarmed |
***Body Slam*** After taking a turn of movement, you can engage an opponent with a crashing blow with your arm or shoulder. Make an opposed Athletics roll versus the defender’s Brawn or Evade. If you win, then the defender is automatically knocked down with you astride them. He suffers his own Damage Modifier (if any) in damage to a random location from the fall. If your Athletics fails, the defender has weathered or sidestepped the impact. If you win one or more levels of success you may select suitable Special Effects as per normal combat (Bash and Flurry are both popular). Mythic Constantinople |