Human Template 6206

(Generated 21 times)
Namelist None
Rank Novice
Race Human
Cult rank None
STR 3d6
CON 3d6
SIZ 2d6+6
DEX 3d6
INT 2d6+6
POW 3d6
CHA 3d6
D20Hit locationArmor
01-03 Right leg 0
04-06 Left leg 0
07-09 Abdomen 0
10-12 Chest 0
13-15 Right arm 0
16-18 Left arm 0
19-20 Head 0
Movement 6
Natural armor No

Additional features

Disease condition available for sickness spirit - Intensity 3 POW+POW% View items

Non-random features

Appearance - Chest barrel-chested
Age Elderly
Background Events A case of mistaken identity resulted in a period of imprisonment or some other punishment for your character. You have long wanted to find whoever it was who was responsible for the crime you were punished for.
Social Class - Civilized ***Freeman*** Rented accommodation or farmland; possesses own tools or livestock; simple weapons Starting money 4d6*75
Elemental Spirit Ability Can be twice the intensity cubic meter elemental or act according to MI pg 402-403.
Spirit Ability:Beast Rune ***Demesne*** Dominates one aspect of its rune in 10xPOW meters. Requires an appropriate Rune opposed roll.
Appearance - Hair Style - Men Bangs
Nature Spirit Ability - Ghidoru Manifest Frenzy
Our History in Dragon Pass - My Grand Parents In 1563 at Elder Wilds GrandFather abandoned faith of the ancestors when Last Vizkinni king Partobas the Bold raises the wrath of Lunar Provincial Commander
Diseases of the Spirit - Intensity 2 ***Brittleskin*** - Spirit Intensity required: 2 First contact affects one hit location, following ones a random other one. Location suffers additional hit point loss when damaged and do not heal naturally.
Disease condition available for sickness spirit - Intensity 4 ***Asphyxiation*** Victim suffers asphyxiation – he collapses incapacitated, unable to breathe. The rules for Asphyxiation, found on page 71, are used. Asphyxiation may be asthmatic in nature meaning the victim only suffers shortness of breath, or complete respiratory failure resulting in death. In the later case a victim can be kept alive by winning an opposed test of the First Aid skill against the Potency of the disease or poison.
Ability ***Faerie Stealth*** Faeries with this ability blend into their surroundings, becoming nearly invisible to regular observation. However, Faerie Stealth is only effective when the faerie is in a suitable environment. For example, a gwarchell (page 6), which shuns light and lives underground, could only use it in darkness. As long as the faerie affected by this power remains motionless, crouched, or pressed against the ground, they cannot be detected by standard visual Perception checks. If they move, an attentive observer might notice the constant changing patterns on their body. Under these circumstances, when an observer tries to interact with the faerie — whether to locate, attack, defend against, etc. — the difficulty of their tests increases by one level. Creatures with other primary senses or magical perception are unaffected by this power.
Ancestor Skill Dance
Artificially Induced Condition (Weird of Hali) **Faints** the character faints from terror and remains unconscious for the duration of the Condition.
Chaotic feature Alluring - Produces pheromones which attract and seduce victims. The creature gains the Seduction skill at POW x5%. It can be resisted using Willpower as per any Seduction.
Monster Island Disease Blood Weep Application: Contact with infected blood. POT65. Resistance Endurance. Onset time 1d3+3 days. Duration: Progresses until victim dies. Conditions: Exhaustion and Contagious. If not resisted starts with nosebleed. MI pg 172-176

Standard skills

Athletics STR+DEX Brawn STR+SIZ Endurance CON+CON
Evade DEX+DEX Perception INT+POW Unarmed STR+DEX
Willpower POW+POW

Combat styles

Primary Combat StyleSTR+DEX

Weapon options

1-handed weapons

Amount: 0

2-handed weapons

Amount: 0

Ranged weapons

Amount: 0


Amount: 0