16
Description: Tall and burly by pygmy troll standards, with tough bluish-green skin webbed with faded battle scars. Wears a worn leather great coat over his armor and a quality hat traded from a human merchant. Has a massive axe he carries on his shoulder and numerous throwing axes hidden in his coat, on his belt, and about his person—basically everywhere. A small pyg whelp called Knuckle, spawned from a hand lopped off in a fight, typically rides on his shoulder. The whelp scampers around on his belts like a rigging rat, fetching items from the pockets on his bandolier—when it’s not getting drunk to the gills on his ale. Background: You are the chieftain of a small tribe dwelling in the Blackmarsh Valley. As its leader and greatest warrior, in difficult times it falls to you to confront the enemies of your tribe. You’ve had many opportunities to prove your strength in battle, due in part to your tribe’s holdings lying at the fringe of land claimed by a farrow warband led by the powerful warlord Morrg. Your two groups have clashed in minor skirmishes from time to time, but recently Morrg executed a devious nighttime raid into the heart of your village. His bone grinder set homes to the torch, and as your tribe fought to battle the fires the warlord sent in brigands to abduct a dozen of your fellows. As a pygmy troll, a small but durable breed of full-blood trolls, you have a close connection to all who share the blood of trolls, including the large and impressive trollkin. Trollkin and pygs often work together, but the larger trollkin are often viewed as the dominant partners in such cooperation. Your tribe frequently interacts with the Toborg trollkin kriel, and their kriel warriors may be willing to destroy Morrg’s warband if you were to ask— but to ask is to admit that you aren’t strong enough to defend your people, to say that pygs need the help of their larger cousins when too great a challenge rears its head. Rather than rely on the trollkin to fight your battles, you grabbed your axes and whelp and headed out alone. When you met the others, they didn’t treat you like an inferior but instead were willing to follow you into battle. Attitude: You take every opportunity to demonstrate your strength and battle prowess, leading others by example both in and out of battle. You are honorable and do not seek underhanded methods to defeat your foes; you are willing to confront any rival head-on, whether through strength of arms or any other test. Personal Goal: You seek to rescue your tribe mates taken by Morrg’s brigands. You cannot allow the farrow to keep them as prisoners, and you will carve a path to Morrg with your axe to make him answer for his crimes against your people. Relations with others: Longchops, “The Hunter” – Any chieftain would be happy to have such a powerful ally. He’s tough as a boulder and almost as good a shot as a pyg. It’s wise to make sure he has something to hunt down and devour, though. Too long between meals and he starts to give you and Knuckle a funny look. Lurk, “The Mystic” – He’s a clever bog trog, and his bone grinder talents make him very useful to you. He turns everything you kill into some kind of crazy paste or necklace that helps either him or you. Too bad about the smell, though. Zocha, “The Guide” – She’s one of the best guides you’ve ever known, and her blood magic makes her even better to keep around. Her changes to your plans are too complicated to bother with, but once you’re in the thick of it with your axes she’s quick to join the fray. UNLIKELY HEROES You moved against Warlord Morgg to recover your kidnapped warriors. Your remaining tribe mates wanted you to lead them out of the valley and to seek the trollkin of the Toborg kriel to solve your problem for you. But how could you call yourself chieftain if you can’t deal with your own troubles? Fortunately you’ve encountered others with a similar goal. They recognize your leadership talent and are willing to listen to you when needed. Together you might be able to be able to recover your missing tribe. You bring the wisdom of a chieftain and the might of a warrior to the group, leading the charge in battle with your heavy great axe and boldly confronting the mightiest foes. GULLIN OAKBREAKER "THE CHIEF" Male Pygmy Troll Chieftain/Warrior CHARACTER BOOKLET ® ©2015 Privateer Press, Inc. All Rights Reserved. Permission is hereby granted to reproduce and retain copies of these character sheets for personal, non-commercial use only. Ross Harkin (order #7207955)

IKRPG Unleashed Character Sheets (7207955)

Embed Size (px)

DESCRIPTION

IKRPG Unleashed Starter Set Character Sheets

Citation preview

  • Description: Tall and burly by pygmy troll standards, with tough bluish-green skin webbed with faded battle scars. Wears a worn leather great coat over his armor and a quality hat traded from a human merchant. Has a massive axe he carries on his shoulder and numerous throwing axes hidden in his coat, on his belt, and about his personbasically everywhere. A small pyg whelp called Knuckle, spawned from a hand lopped off in a fight, typically rides on his shoulder. The whelp scampers around on his belts like a rigging rat, fetching items from the pockets on his bandolierwhen its not getting drunk to the gills on his ale.Background: You are the chieftain of a small tribe dwelling in the Blackmarsh Valley. As its leader and greatest warrior, in difficult times it falls to you to confront the enemies of your tribe. Youve had many opportunities to prove your strength in battle, due in part to your tribes holdings lying at the fringe of land claimed by a farrow warband led by the powerful warlord Morrg. Your two groups have clashed in minor skirmishes from time to time, but recently Morrg executed a devious nighttime raid into the heart of your village. His bone grinder set homes to the torch, and as your tribe fought to battle the fires the warlord sent in brigands to abduct a dozen of your fellows.As a pygmy troll, a small but durable breed of full-blood trolls, you have a close connection to all who share the blood of trolls, including the large and impressive trollkin. Trollkin and pygs often work together, but the larger trollkin are often viewed as the dominant partners in such cooperation. Your tribe frequently interacts with the Toborg trollkin kriel, and their kriel warriors may be willing to destroy Morrgs warband if you were to askbut to ask is to admit that you arent strong enough to defend your people, to say that pygs need the help of their larger cousins when too great a challenge rears its head. Rather than rely on the trollkin to fight your battles, you grabbed your axes and whelp and headed out alone. When you met the others, they didnt treat you like an inferior but instead were willing to follow you into battle. Attitude: You take every opportunity to demonstrate your strength and battle prowess, leading others by example both in and out of battle. You are honorable and do not seek underhanded methods to defeat your foes; you are willing to confront any rival head-on, whether through strength of arms or any other test. Personal Goal: You seek to rescue your tribe mates taken by Morrgs brigands. You cannot allow the farrow to keep them as prisoners, and you will carve a path to Morrg with your axe to make him answer for his crimes against your people.

    Relations with others: Longchops, The Hunter Any chieftain would be happy to have such a powerful ally. Hes tough as a boulder and almost as good a shot as a pyg. Its wise to make sure he has something to hunt down and devour, though. Too long between meals and he starts to give you and Knuckle a funny look.

    Lurk, The Mystic Hes a clever bog trog, and his bone grinder talents make him very useful to you. He turns everything you kill into some kind of crazy paste or necklace that helps either him or you. Too bad about the smell, though.Zocha, The Guide Shes one of the best guides youve ever known, and her blood magic makes her even better to keep around. Her changes to your plans are too complicated to bother with, but once youre in the thick of it with your axes shes quick to join the fray.

    UNLIKELY HEROESYou moved against Warlord Morgg to recover your kidnapped warriors. Your remaining tribe mates wanted you to lead them out of the valley and to seek the trollkin of the Toborg kriel to solve your problem for you. But how could you call yourself chieftain if you cant deal with your own troubles?Fortunately youve encountered others with a similar goal. They recognize your leadership talent and are willing to listen to you when needed. Together you might be able to be able to recover your missing tribe. You bring the wisdom of a chieftain and the might of a warrior to the group, leading the charge in battle with your heavy great axe and boldly confronting the mightiest foes.

    Gullin Oakbreaker"THE CHIEf"Male Pygmy Troll Chieftain/WarriorThis character is in peak physical condition. He is incredibly resilient

    and capable of feats of strength that defy imagination. Mighty characters gain an additional die on their melee damage rolls.Additionally, a Mighty character begins the game with one of several benefits. Characters gain additional benefits as they accumulate experience points. Gullin has Feat: Back Swing.

    Feat: Back SwingOnce per turn, this character can spend 1 feat point to gain one additional melee attack.

    Poison ResistanceThe character gains boosted rolls to resist poisons and toxins.

    Spawn WhelpsThe regenerative capability of pygs is so intense that if a large enough piece of one is cut away, it will grow its own body to form a whelp.If the pyg suffers a lost limb, he spawns a pyg whelp that grows to full size in d6 rounds. Gullin begins the game with Knuckle, a whelp companion.

    Pyg WhelpsSpawned from the severed flesh of a pyg, a whelp imitates the personality and mannerisms of its creator, often in an exaggerated fashion. The creature is entirely reliant on its progenitor and will likely starve if not cared for. A pyg whelp on foot has SPD 2, so it often rides on the shoulders of the pyg who spawned it.Whelps are typically adopted by their creators, who treat them like useful pets. A pyg whelp can be trained to perform simple tasks, though its diminutive size and limited intellect do limit its capabilities somewhat.A pyg whelp activates on its controllers turn and can perform one of the following quick actions:

    Draw a small weapon or item (including ammunition) Stow a small weapon or item Pull the pin on a grenade Other fast, simple actions at the Game Masters discretion

    ToughThe character is incredibly hardy. When this character is disabled, roll a d6. On a 5 or 6 the character heals 1 vitality point, is no longer disabled, and is knocked down.

    Battle Plan: Take CoverThe character can spend 1 feat point to use Battle Plan: Take Cover during a surprise round before a battle. Using a battle plan is a quick action. When a character uses this battle plan, each friendly character in his command range can immediately advance up to twelve feet (2) and perform a quick action to take cover or go prone.

    Fast DrawA character with this ability gains +2 on initiative rolls. He also gains an additional quick action during his first turn of combat each encounter that can be used only to draw a weapon.

    Natural LeaderA character with the Natural Leader ability increases his command range by 2 .

    Roll with ItWhen the character would ordinarily be knocked down, he goes prone instead. The character loses this ability while he is mounted.

    Team LeaderWhen this character gains a feat point, instead of keeping it himself he can give it to another character currently in his command range.

    CHaraCTer bOOkleT

    Gullin OakbreakerarCHeType: MiGHTy

    2015 Privateer Press, Inc. All Rights Reserved. Permission is hereby granted to reproduce and retain copies of these character sheets for personal, non-commercial use only.Ross Harkin (order #7207955)

  • Description: Tall and burly by pygmy troll standards, with tough bluish-green skin webbed with faded battle scars. Wears a worn leather great coat over his armor and a quality hat traded from a human merchant. Has a massive axe he carries on his shoulder and numerous throwing axes hidden in his coat, on his belt, and about his personbasically everywhere. A small pyg whelp called Knuckle, spawned from a hand lopped off in a fight, typically rides on his shoulder. The whelp scampers around on his belts like a rigging rat, fetching items from the pockets on his bandolierwhen its not getting drunk to the gills on his ale.Background: You are the chieftain of a small tribe dwelling in the Blackmarsh Valley. As its leader and greatest warrior, in difficult times it falls to you to confront the enemies of your tribe. Youve had many opportunities to prove your strength in battle, due in part to your tribes holdings lying at the fringe of land claimed by a farrow warband led by the powerful warlord Morrg. Your two groups have clashed in minor skirmishes from time to time, but recently Morrg executed a devious nighttime raid into the heart of your village. His bone grinder set homes to the torch, and as your tribe fought to battle the fires the warlord sent in brigands to abduct a dozen of your fellows.As a pygmy troll, a small but durable breed of full-blood trolls, you have a close connection to all who share the blood of trolls, including the large and impressive trollkin. Trollkin and pygs often work together, but the larger trollkin are often viewed as the dominant partners in such cooperation. Your tribe frequently interacts with the Toborg trollkin kriel, and their kriel warriors may be willing to destroy Morrgs warband if you were to askbut to ask is to admit that you arent strong enough to defend your people, to say that pygs need the help of their larger cousins when too great a challenge rears its head. Rather than rely on the trollkin to fight your battles, you grabbed your axes and whelp and headed out alone. When you met the others, they didnt treat you like an inferior but instead were willing to follow you into battle. Attitude: You take every opportunity to demonstrate your strength and battle prowess, leading others by example both in and out of battle. You are honorable and do not seek underhanded methods to defeat your foes; you are willing to confront any rival head-on, whether through strength of arms or any other test. Personal Goal: You seek to rescue your tribe mates taken by Morrgs brigands. You cannot allow the farrow to keep them as prisoners, and you will carve a path to Morrg with your axe to make him answer for his crimes against your people.

    Relations with others: Longchops, The Hunter Any chieftain would be happy to have such a powerful ally. Hes tough as a boulder and almost as good a shot as a pyg. Its wise to make sure he has something to hunt down and devour, though. Too long between meals and he starts to give you and Knuckle a funny look.

    Lurk, The Mystic Hes a clever bog trog, and his bone grinder talents make him very useful to you. He turns everything you kill into some kind of crazy paste or necklace that helps either him or you. Too bad about the smell, though.Zocha, The Guide Shes one of the best guides youve ever known, and her blood magic makes her even better to keep around. Her changes to your plans are too complicated to bother with, but once youre in the thick of it with your axes shes quick to join the fray.

    UNLIKELY HEROESYou moved against Warlord Morgg to recover your kidnapped warriors. Your remaining tribe mates wanted you to lead them out of the valley and to seek the trollkin of the Toborg kriel to solve your problem for you. But how could you call yourself chieftain if you cant deal with your own troubles?Fortunately youve encountered others with a similar goal. They recognize your leadership talent and are willing to listen to you when needed. Together you might be able to be able to recover your missing tribe. You bring the wisdom of a chieftain and the might of a warrior to the group, leading the charge in battle with your heavy great axe and boldly confronting the mightiest foes.

    Gullin Oakbreaker"THE CHIEf"Male Pygmy Troll Chieftain/WarriorThis character is in peak physical condition. He is incredibly resilient

    and capable of feats of strength that defy imagination. Mighty characters gain an additional die on their melee damage rolls.Additionally, a Mighty character begins the game with one of several benefits. Characters gain additional benefits as they accumulate experience points. Gullin has Feat: Back Swing.

    Feat: Back SwingOnce per turn, this character can spend 1 feat point to gain one additional melee attack.

    Poison ResistanceThe character gains boosted rolls to resist poisons and toxins.

    Spawn WhelpsThe regenerative capability of pygs is so intense that if a large enough piece of one is cut away, it will grow its own body to form a whelp.If the pyg suffers a lost limb, he spawns a pyg whelp that grows to full size in d6 rounds. Gullin begins the game with Knuckle, a whelp companion.

    Pyg WhelpsSpawned from the severed flesh of a pyg, a whelp imitates the personality and mannerisms of its creator, often in an exaggerated fashion. The creature is entirely reliant on its progenitor and will likely starve if not cared for. A pyg whelp on foot has SPD 2, so it often rides on the shoulders of the pyg who spawned it.Whelps are typically adopted by their creators, who treat them like useful pets. A pyg whelp can be trained to perform simple tasks, though its diminutive size and limited intellect do limit its capabilities somewhat.A pyg whelp activates on its controllers turn and can perform one of the following quick actions:

    Draw a small weapon or item (including ammunition) Stow a small weapon or item Pull the pin on a grenade Other fast, simple actions at the Game Masters discretion

    ToughThe character is incredibly hardy. When this character is disabled, roll a d6. On a 5 or 6 the character heals 1 vitality point, is no longer disabled, and is knocked down.

    Battle Plan: Take CoverThe character can spend 1 feat point to use Battle Plan: Take Cover during a surprise round before a battle. Using a battle plan is a quick action. When a character uses this battle plan, each friendly character in his command range can immediately advance up to twelve feet (2) and perform a quick action to take cover or go prone.

    Fast DrawA character with this ability gains +2 on initiative rolls. He also gains an additional quick action during his first turn of combat each encounter that can be used only to draw a weapon.

    Natural LeaderA character with the Natural Leader ability increases his command range by 2 .

    Roll with ItWhen the character would ordinarily be knocked down, he goes prone instead. The character loses this ability while he is mounted.

    Team LeaderWhen this character gains a feat point, instead of keeping it himself he can give it to another character currently in his command range.

    CHaraCTer bOOkleT

    Gullin OakbreakerarCHeType: MiGHTy

    2015 Privateer Press, Inc. All Rights Reserved. Permission is hereby granted to reproduce and retain copies of these character sheets for personal, non-commercial use only.Ross Harkin (order #7207955)

  • Ch

    aR

    aCTe

    R P

    oR

    TRa

    IT

    STa

    TS

    MA

    XSP

    D

    MA

    XST

    R

    MA

    XPh

    Y

    MA

    XPR

    W

    MA

    XPo

    I

    MA

    Xa

    GI

    MA

    Xa

    RC

    MA

    XPe

    R

    MA

    XIN

    T

    WIL

    LPo

    WeR

    (Ph

    Y +

    IN

    T)

    IRo

    N K

    ING

    Do

    MS

    UN

    Lea

    SheD

    aD

    VeN

    TUR

    e K

    IT C

    ha

    Ra

    CTe

    R S

    hee

    T

    aR

    Ch

    eTY

    PeR

    aCe

    Ca

    Ree

    RS

    PLa

    YeR

    Na

    Me

    heI

    Gh

    T

    Ch

    aR

    aCTe

    R N

    aM

    eW

    eIG

    hT

    Sex

    DeF

    ININ

    G C

    ha

    Ra

    CTe

    RIS

    TIC(S

    )

    FaIT

    h

    LeV

    eL

    ToTa

    L x

    P ea

    RN

    eD

    Ra

    NG

    eD W

    eaPo

    NS

    Na

    Me

    No

    TeS

    aM

    Mo

    PoW

    RN

    GR

    aT

    Na

    Me

    No

    TeS

    aM

    Mo

    PoW

    RN

    GR

    aT

    MeL

    ee W

    eaPo

    NS

    Na

    Me

    No

    TeS

    P+S

    Ma

    T

    Na

    Me

    No

    TeS

    P+S

    Ma

    T

    aD

    DIT

    IoN

    aL

    Wea

    PoN

    Na

    Me

    No

    TeS

    SKIL

    LS

    GR

    EAT

    WEA

    PON

    (PR

    W)

    THR

    OW

    N W

    EAPO

    N (P

    RW

    )

    UN

    AR

    MED

    CO

    MBA

    T (P

    RW

    )

    CO

    MM

    AN

    D (S

    OC)

    DET

    ECTI

    ON

    (PER

    )

    LOR

    E: T

    RIB

    AL

    (INT)

    OR

    ATO

    RY

    (SO

    C)

    SUR

    VIV

    AL

    (PER

    )

    PaR

    eNT

    SeT

    Va

    LUe

    SKIL

    L Le

    VeL

    ToTa

    L

    +=

    +=

    +=

    +=

    +=

    +=

    +=

    +=

    +=

    +=

    +=

    +=

    +=

    +=

    +=

    +=

    +=

    Da

    Ma

    Ge

    Ca

    PaCIT

    Y

    DeF S

    PD

    STa

    Ta

    GL

    STa

    TPe

    R

    STa

    T+

    ++

    +=

    eqU

    IPM

    eNT

    Mo

    DIF

    IeRS

    Ra

    CIa

    L M

    oD

    IFIe

    RTo

    TaL

    DeF

    aR

    M Ph

    Y

    STa

    T+

    +=

    oTh

    eR

    Mo

    DIF

    IeRS

    ShIe

    LD

    Mo

    DIF

    IeR

    +a

    RMo

    R M

    oD

    IFIe

    RS

    INIT

    IaTI

    Ve

    SPD

    ST

    aT

    PRW

    ST

    aT

    PeR

    ST

    aT

    ++

    ++

    =a

    DD

    ITIo

    Na

    L M

    oD

    IFIe

    RSeq

    UIP

    MeN

    T M

    oD

    IFIe

    RSTo

    TaL

    INIT

    IaIV

    e

    Co

    MM

    aN

    D R

    aN

    Ge

    INT

    STa

    T+

    +=

    aBI

    LITY

    M

    oD

    IFIe

    RSC

    oM

    Ma

    ND

    SK

    ILL

    ToTa

    L CM

    D

    RaN

    Ge

    Ar

    ch

    ety

    pe: M

    igh

    ty

    Gai

    n a

    n a

    ddit

    ional

    die

    on m

    elee

    dam

    age

    rolls

    FeA

    t: B

    Ack

    Sw

    ing

    O

    nce

    per

    tur

    n, sp

    end 1

    fea

    t p

    oin

    t to

    g

    ain 1

    addit

    ional

    mel

    ee a

    ttac

    k

    poiS

    on

    reS

    iStA

    nce

    Boost

    ed P

    HY r

    olls

    to r

    esis

    t p

    ois

    ons

    SpA

    wn

    wh

    elpS

    Se

    e N

    ote

    s bel

    ow

    tou

    gh

    W

    hen

    this

    char

    acte

    r is

    dis

    able

    d, ro

    ll a

    d6.

    On a

    5 o

    r 6,

    this

    char

    acte

    r hea

    ls 1

    vi

    talit

    y p

    oin

    t, is

    no lo

    ng

    er d

    isab

    led, an

    d

    is k

    nock

    ed d

    own

    BAtt

    le p

    lAn

    : tA

    ke c

    ov

    er S

    pen

    d a

    qui

    ck a

    ctio

    n a

    nd 1

    fea

    t p

    oin

    t dur

    ing

    sur

    pri

    se r

    oun

    d b

    efore

    Init

    iati

    ve.

    Frie

    ndlie

    s in

    CM

    D r

    ang

    e ca

    n m

    ove

    2

    and t

    ake

    cove

    r or

    go p

    rone

    FASt

    Dr

    Aw

    G

    ain +

    2 on Init

    iati

    ve (in

    clud

    ed) an

    d

    free

    qui

    ck a

    ctio

    n t

    o d

    raw

    a w

    eap

    on

    NA

    tur

    Al

    leA

    Der

    C

    MD

    ran

    ge

    exte

    nded

    by

    2 (in

    clud

    ed)

    ro

    ll w

    ith

    it

    When

    knock

    ed d

    own g

    o p

    rone

    inst

    ead

    teA

    M l

    eAD

    er

    When

    this

    char

    acte

    r g

    ains

    a fe

    at p

    oin

    t he

    can g

    ive

    it t

    o a

    noth

    er c

    har

    acte

    r in

    his

    com

    man

    d r

    ang

    e.

    BeN

    eFIT

    S &

    aBI

    LITI

    eS

    Na

    Me

    DeS

    CR

    IPTI

    oN

    /No

    TeS

    Fea

    T Po

    INTS

    CU

    RR

    eNT

    Fea

    T Po

    INTS

    Feat

    poin

    ts c

    an b

    e ea

    rned

    by:

    C

    riti

    cal s

    ucce

    ss o

    n a

    ski

    ll ro

    ll

    Giv

    en b

    y th

    e G

    M

    Des

    troy

    an

    en

    emy

    Feat

    poin

    ts c

    an b

    e sp

    ent

    to:

    INTELLE

    CTAGILITY

    PHYSIQUE

    12

    3 4

    65

    Gr

    eat

    Co

    at

    Sym

    bol

    of

    au

    tho

    rit

    y (f

    an

    Cy

    ha

    t)

    PyG

    my

    Wh

    elP

    Co

    mPa

    nio

    n

    See

    Note

    s

    Gea

    R

    Co

    NN

    eCTI

    oN

    S

    Na

    Me

    DeS

    CR

    IPTI

    oN

    /No

    TeS

    PaG

    e #

    No

    TeS

    SPeL

    LS

    Na

    Me

    Co

    ST

    RN

    G

    ao

    e Po

    W

    UP

    oFF

    aR

    Ca

    Ne

    TRa

    DIT

    IoN

    ___

    ____

    ____

    ____

    ____

    ____

    ____

    ____

    ____

    ____

    ____

    ____

    ____

    ____

    ____

    ____

    ____

    _

    Go

    LD

    Copy

    right

    200

    2-20

    14 P

    rivat

    eer P

    ress

    , Inc

    . All r

    ights

    rese

    rved

    . Iro

    n Ki

    ngdo

    ms

    , Unle

    ashe

    d, a

    nd its

    logo

    are

    trad

    emar

    ks o

    f Priv

    atee

    r Pre

    ss, I

    nc. P

    erm

    ission

    is h

    ereb

    y gra

    nted

    to m

    ake

    phot

    ocop

    ies fo

    r per

    sona

    l, non

    -com

    mer

    cial u

    se o

    nly.

    Wo

    RN

    aR

    Mo

    R

    Na

    Me

    DeS

    CR

    IPTI

    oN

    /No

    TeS

    SPD

    D

    eF

    aR

    M

    PeR

    Ma

    NeN

    T IN

    JUR

    IeS

    ReL

    IGIo

    US

    BeLI

    eFS

    SPo

    KeN

    La

    NG

    Ua

    GeS

    ToTa

    L a

    RM

    Na

    Me

    BeN

    eFIT

    R

    emov

    e a

    con

    tin

    uous

    eff

    ect

    R

    ero

    ll a

    faile

    d r

    oll

    Pe

    rfo

    rm a

    rel

    entl

    ess

    char

    ge

    Pe

    rfo

    rm a

    Run

    & G

    un

    Perf

    orm

    a T

    wo

    -Fis

    ter

    Pe

    rfo

    rm a

    Her

    oic

    Do

    dg

    e

    Bo

    ost

    a n

    on

    -co

    mb

    at

    skill

    ro

    ll

    Mak

    e a

    qui

    ck a

    ctio

    n

    Shak

    e

    Spri

    nt

    Pa

    rry

    W

    alk

    It O

    ff

    Cri

    pp

    led

    Ph

    ysi

    que:

    2 S

    TR.

    Cri

    pp

    led

    ag

    ilit

    y:

    2 t

    o a

    ttac

    k ro

    lls.

    Cri

    pp

    led

    In

    tellec

    t:2

    DEF

    an

    d

    can

    no

    t up

    keep

    sp

    ells

    .

    Gul

    lin O

    akb

    reak

    er

    Mal

    e 13

    0 lb

    s.

    Mig

    hty

    Py

    gm

    y Tr

    oll

    Chie

    ftai

    n/W

    arri

    or

    Dhun

    ian

    4

    6

    Her

    o

    4

    3

    611

    Thro

    win

    g A

    xe

    ThR

    oW

    N

    Add S

    TR t

    o

    the

    POW

    of

    this

    wea

    pon

    6 -1

    9

    3366 5 4 4 3

    This

    char

    acte

    r b

    egin

    s th

    e g

    ame

    wit

    h a

    whel

    p

    com

    pan

    ion.

    A p

    ygm

    y tr

    oll

    s w

    hel

    ps

    can p

    erfo

    rm q

    uick

    act

    ions,

    ke

    ep w

    atch

    , an

    d o

    ther

    min

    or

    acti

    viti

    es a

    t th

    e G

    ame

    Mas

    ter

    s d

    iscr

    etio

    n.

    Pyg

    my

    whel

    ps

    are

    typ

    ical

    ly c

    arri

    ed b

    y th

    eir

    pro

    gen

    itor, a

    nd

    are

    like

    ly t

    o d

    ie if

    left

    on t

    hei

    r ow

    n.

    A p

    ygm

    y w

    hel

    p o

    n f

    oot

    has

    a S

    PD o

    f 2.

    TaIL

    oR

    eD a

    RM

    oR

    TaIL

    oR

    eD a

    RM

    oR

    63

    26

    -17

    11

    713

    215

    22

    7

    Gre

    at A

    xe

    On a

    cri

    tica

    l hit

    gai

    n a

    ddit

    ional

    dam

    age

    die

    42

    6

    41

    5

    *2

    *

    31

    4

    31

    4

    31

    *

    31

    4

    fAR

    RO

    W

    MO

    LGU

    R-T

    RU

    L

    5

    DH

    UN

    IA

    16 G

    C

    2015 Privateer Press, Inc. All Rights Reserved. Permission is hereby granted to reproduce and retain copies of these character sheets for personal, non-commercial use only.Ross Harkin (order #7207955)

  • Ch

    aR

    aCTe

    R P

    oR

    TRa

    IT

    STa

    TS

    MA

    XSP

    D

    MA

    XST

    R

    MA

    XPh

    Y

    MA

    XPR

    W

    MA

    XPo

    I

    MA

    Xa

    GI

    MA

    Xa

    RC

    MA

    XPe

    R

    MA

    XIN

    T

    WIL

    LPo

    WeR

    (Ph

    Y +

    IN

    T)

    IRo

    N K

    ING

    Do

    MS

    UN

    Lea

    SheD

    aD

    VeN

    TUR

    e K

    IT C

    ha

    Ra

    CTe

    R S

    hee

    T

    aR

    Ch

    eTY

    PeR

    aCe

    Ca

    Ree

    RS

    PLa

    YeR

    Na

    Me

    heI

    Gh

    T

    Ch

    aR

    aCTe

    R N

    aM

    eW

    eIG

    hT

    Sex

    DeF

    ININ

    G C

    ha

    Ra

    CTe

    RIS

    TIC(S

    )

    FaIT

    h

    LeV

    eL

    ToTa

    L x

    P ea

    RN

    eD

    Ra

    NG

    eD W

    eaPo

    NS

    Na

    Me

    No

    TeS

    aM

    Mo

    PoW

    RN

    GR

    aT

    Na

    Me

    No

    TeS

    aM

    Mo

    PoW

    RN

    GR

    aT

    MeL

    ee W

    eaPo

    NS

    Na

    Me

    No

    TeS

    P+S

    Ma

    T

    Na

    Me

    No

    TeS

    P+S

    Ma

    T

    aD

    DIT

    IoN

    aL

    Wea

    PoN

    Na

    Me

    No

    TeS

    SKIL

    LS

    GR

    EAT

    WEA

    PON

    (PR

    W)

    THR

    OW

    N W

    EAPO

    N (P

    RW

    )

    UN

    AR

    MED

    CO

    MBA

    T (P

    RW

    )

    CO

    MM

    AN

    D (S

    OC)

    DET

    ECTI

    ON

    (PER

    )

    LOR

    E: T

    RIB

    AL

    (INT)

    OR

    ATO

    RY

    (SO

    C)

    SUR

    VIV

    AL

    (PER

    )

    PaR

    eNT

    SeT

    Va

    LUe

    SKIL

    L Le

    VeL

    ToTa

    L

    +=

    +=

    +=

    +=

    +=

    +=

    +=

    +=

    +=

    +=

    +=

    +=

    +=

    +=

    +=

    +=

    +=

    Da

    Ma

    Ge

    Ca

    PaCIT

    Y

    DeF S

    PD

    STa

    Ta

    GL

    STa

    TPe

    R

    STa

    T+

    ++

    +=

    eqU

    IPM

    eNT

    Mo

    DIF

    IeRS

    Ra

    CIa

    L M

    oD

    IFIe

    RTo

    TaL

    DeF

    aR

    M Ph

    Y

    STa

    T+

    +=

    oTh

    eR

    Mo

    DIF

    IeRS

    ShIe

    LD

    Mo

    DIF

    IeR

    +a

    RMo

    R M

    oD

    IFIe

    RS

    INIT

    IaTI

    Ve

    SPD

    ST

    aT

    PRW

    ST

    aT

    PeR

    ST

    aT

    ++

    ++

    =a

    DD

    ITIo

    Na

    L M

    oD

    IFIe

    RSeq

    UIP

    MeN

    T M

    oD

    IFIe

    RSTo

    TaL

    INIT

    IaIV

    e

    Co

    MM

    aN

    D R

    aN

    Ge

    INT

    STa

    T+

    +=

    aBI

    LITY

    M

    oD

    IFIe

    RSC

    oM

    Ma

    ND

    SK

    ILL

    ToTa

    L CM

    D

    RaN

    Ge

    Ar

    ch

    ety

    pe: M

    igh

    ty

    Gai

    n a

    n a

    ddit

    ional

    die

    on m

    elee

    dam

    age

    rolls

    FeA

    t: B

    Ack

    Sw

    ing

    O

    nce

    per

    tur

    n, sp

    end 1

    fea

    t p

    oin

    t to

    g

    ain 1

    addit

    ional

    mel

    ee a

    ttac

    k

    poiS

    on

    reS

    iStA

    nce

    Boost

    ed P

    HY r

    olls

    to r

    esis

    t p

    ois

    ons

    SpA

    wn

    wh

    elpS

    Se

    e N

    ote

    s bel

    ow

    tou

    gh

    W

    hen

    this

    char

    acte

    r is

    dis

    able

    d, ro

    ll a

    d6.

    On a

    5 o

    r 6,

    this

    char

    acte

    r hea

    ls 1

    vi

    talit

    y p

    oin

    t, is

    no lo

    ng

    er d

    isab

    led, an

    d

    is k

    nock

    ed d

    own

    BAtt

    le p

    lAn

    : tA

    ke c

    ov

    er S

    pen

    d a

    qui

    ck a

    ctio

    n a

    nd 1

    fea

    t p

    oin

    t dur

    ing

    sur

    pri

    se r

    oun

    d b

    efore

    Init

    iati

    ve.

    Frie

    ndlie

    s in

    CM

    D r

    ang

    e ca

    n m

    ove

    2

    and t

    ake

    cove

    r or

    go p

    rone

    FASt

    Dr

    Aw

    G

    ain +

    2 on Init

    iati

    ve (in

    clud

    ed) an

    d

    free

    qui

    ck a

    ctio

    n t

    o d

    raw

    a w

    eap

    on

    NA

    tur

    Al

    leA

    Der

    C

    MD

    ran

    ge

    exte

    nded

    by

    2 (in

    clud

    ed)

    ro

    ll w

    ith

    it

    When

    knock

    ed d

    own g

    o p

    rone

    inst

    ead

    teA

    M l

    eAD

    er

    When

    this

    char

    acte

    r g

    ains

    a fe

    at p

    oin

    t he

    can g

    ive

    it t

    o a

    noth

    er c

    har

    acte

    r in

    his

    com

    man

    d r

    ang

    e.

    BeN

    eFIT

    S &

    aBI

    LITI

    eS

    Na

    Me

    DeS

    CR

    IPTI

    oN

    /No

    TeS

    Fea

    T Po

    INTS

    CU

    RR

    eNT

    Fea

    T Po

    INTS

    Feat

    poin

    ts c

    an b

    e ea

    rned

    by:

    C

    riti

    cal s

    ucce

    ss o

    n a

    ski

    ll ro

    ll

    Giv

    en b

    y th

    e G

    M

    Des

    troy

    an

    en

    emy

    Feat

    poin

    ts c

    an b

    e sp

    ent

    to:

    INTELLE

    CT

    AGILITY

    PHYSIQUE

    12

    3 4

    65

    Gr

    eat

    Co

    at

    Sym

    bol

    of

    au

    tho

    rit

    y (f

    an

    Cy

    ha

    t)

    PyG

    my

    Wh

    elP

    Co

    mPa

    nio

    n

    See

    Note

    s

    Gea

    R

    Co

    NN

    eCTI

    oN

    S

    Na

    Me

    DeS

    CR

    IPTI

    oN

    /No

    TeS

    PaG

    e #

    No

    TeS

    SPeL

    LS

    Na

    Me

    Co

    ST

    RN

    G

    ao

    e Po

    W

    UP

    oFF

    aR

    Ca

    Ne

    TRa

    DIT

    IoN

    ___

    ____

    ____

    ____

    ____

    ____

    ____

    ____

    ____

    ____

    ____

    ____

    ____

    ____

    ____

    ____

    ____

    _

    Go

    LD

    Copy

    right

    200

    2-20

    14 P

    rivat

    eer P

    ress

    , Inc

    . All r

    ights

    rese

    rved

    . Iro

    n Ki

    ngdo

    ms

    , Unle

    ashe

    d, a

    nd its

    logo

    are

    trad

    emar

    ks o

    f Priv

    atee

    r Pre

    ss, I

    nc. P

    erm

    ission

    is h

    ereb

    y gra

    nted

    to m

    ake

    phot

    ocop

    ies fo

    r per

    sona

    l, non

    -com

    mer

    cial u

    se o

    nly.

    Wo

    RN

    aR

    Mo

    R

    Na

    Me

    DeS

    CR

    IPTI

    oN

    /No

    TeS

    SPD

    D

    eF

    aR

    M

    PeR

    Ma

    NeN

    T IN

    JUR

    IeS

    ReL

    IGIo

    US

    BeLI

    eFS

    SPo

    KeN

    La

    NG

    Ua

    GeS

    ToTa

    L a

    RM

    Na

    Me

    BeN

    eFIT

    R

    emov

    e a

    con

    tin

    uous

    eff

    ect

    R

    ero

    ll a

    faile

    d r

    oll

    Pe

    rfo

    rm a

    rel

    entl

    ess

    char

    ge

    Pe

    rfo

    rm a

    Run

    & G

    un

    Perf

    orm

    a T

    wo

    -Fis

    ter

    Pe

    rfo

    rm a

    Her

    oic

    Do

    dg

    e

    Bo

    ost

    a n

    on

    -co

    mb

    at

    skill

    ro

    ll

    Mak

    e a

    qui

    ck a

    ctio

    n

    Shak

    e

    Spri

    nt

    Pa

    rry

    W

    alk

    It O

    ff

    Cri

    pp

    led

    Ph

    ysi

    que:

    2 S

    TR.

    Cri

    pp

    led

    ag

    ilit

    y:

    2 t

    o a

    ttac

    k ro

    lls.

    Cri

    pp

    led

    In

    tellec

    t:2

    DEF

    an

    d

    can

    no

    t up

    keep

    sp

    ells

    .

    Gul

    lin O

    akb

    reak

    er

    Mal

    e 13

    0 lb

    s.

    Mig

    hty

    Py

    gm

    y Tr

    oll

    Chie

    ftai

    n/W

    arri

    or

    Dhun

    ian

    4

    6

    Her

    o

    4

    3

    611

    Thro

    win

    g A

    xe

    ThR

    oW

    N

    Add S

    TR t

    o

    the

    POW

    of

    this

    wea

    pon

    6 -1

    9

    3366 5 4 4 3

    This

    char

    acte

    r b

    egin

    s th

    e g

    ame

    wit

    h a

    whel

    p

    com

    pan

    ion.

    A p

    ygm

    y tr

    oll

    s w

    hel

    ps

    can p

    erfo

    rm q

    uick

    act

    ions,

    ke

    ep w

    atch

    , an

    d o

    ther

    min

    or

    acti

    viti

    es a

    t th

    e G

    ame

    Mas

    ter

    s d

    iscr

    etio

    n.

    Pyg

    my

    whel

    ps

    are

    typ

    ical

    ly c

    arri

    ed b

    y th

    eir

    pro

    gen

    itor, a

    nd

    are

    like

    ly t

    o d

    ie if

    left

    on t

    hei

    r ow

    n.

    A p

    ygm

    y w

    hel

    p o

    n f

    oot

    has

    a S

    PD o

    f 2.

    TaIL

    oR

    eD a

    RM

    oR

    TaIL

    oR

    eD a

    RM

    oR

    63

    26

    -17

    11

    713

    215

    22

    7

    Gre

    at A

    xe

    On a

    cri

    tica

    l hit

    gai

    n a

    ddit

    ional

    dam

    age

    die

    42

    6

    41

    5

    *2

    *

    31

    4

    31

    4

    31

    *

    31

    4

    fAR

    RO

    W

    MO

    LGU

    R-T

    RU

    L

    5

    DH

    UN

    IA

    16 G

    C

    2015 Privateer Press, Inc. All Rights Reserved. Permission is hereby granted to reproduce and retain copies of these character sheets for personal, non-commercial use only.Ross Harkin (order #7207955)

  • Description: A tall and muscular female Tharn, with a tanned complexion and dark hair. Wears worn leathers decorated with bones of past kills and a headdress of antlers. Keeps her sacral blade close at hand, a cleft dagger intended to evoke the fangs of the Beast of All Shapes, the ancient Devourer Wurm. Background: You are a Tharn, a race devoted to the worship of the Devourer Wurm. Your connection to the Wurm allows you to channel its power into your flesh, transforming you into a shadowy predator who moves swift and unseen as you stalk your prey. You were one of the foremost warriors of your tribe, invoking the power of blood magic through your sacral blade and hurling your javelins at your tribes enemies from the shadows.Your tribe, the White Maw, has long clashed with the farrow warband of Warlord Morrg. In your most recent conflict Morrg killed your chieftain and took his heart, giving it to his bone grinder Knor to turn into a powerful totem. A few days later the main source of water to your home, the Arrowhead River, started to dry up. You suspect it may be a ploy by Morrg to drive your people away, but none of your fellow Tharn think it wise to confront the warlord so soon after losing to him in battle. Unable to make the new chieftain see reason, you struck out on your own, declaring yourself an outcast. You will not return to your people until you have defeated Morrg. Being apart from your tribe is difficult, but it is a worthy sacrifice. Morrg has something planned, and you intend to stop him.Attitude: You are normally calm and collected, but when you invoke the savage power of the Wurm you become an unrelenting predator. You relish the power of blood magic. To you each kill performed in this way is a sacred rite to the Devourer, an offering of the blood of your enemies.

    Personal Goal: Find and eliminate Morrg. His attacks on your tribe and his desecration of your chieftain cannot go unanswered, and it seems like you are the only White Maw up to the task. You will hunt him down, into the heart of his warbands territory if necessary, to put an end to the dreadful warlord. Once he is eliminated, your self-imposed exile can end.

    Relations with others: Gullin Oakbreaker, The Chief Dont let his size fool youthe little guy packs a big punch. Hes a good leader, but doesnt always think his plans through. Lucky for him he has you here to handle the thinking. For some unfathomable reason, the little whelps he spawns from parts of him that get cut off seem fond of you.Longchops, The Hunter A solid fighter and not a bad shot with his rifle. Gets a bit violent if he hasnt had something to eat recently, so its always good to make sure there are enough scraps around for him to finish off. A decent tracker, but youre better.

    Lurk, The Mystic Hes the scheming sort, but sometimes its good to have one on your side. His spells and bone grinder totems have proven useful

    more than a few times. You cant shake the feeling that hes looking out for his own interestsbut then again, who isnt?

    UNLIKELY HEROESYou struck out from your tribe to confront the farrow warlord Morrg. Along the road you encountered the others, and you all joined together. You bring your impressive skills as a scout and bloodweaver to the group: you outflank enemies to fall upon them with a few expertly hurled javelins or emerge to slay an opponent with a single swipe of your sacral blade.You are the groups planner. You see the broad picture and determine the best path, guiding the others through the wilds with your eyes always on the objective. Whether it is a monster that needs to be killed or an enemy warlord who needs to be outsmarted, you are up to the task.

    ZOCHa THe OuTCasT"THE GUIDE"Female Tharn Bloodweaver/ScoutThose with the Gifted archetype are born with the capacity to

    work magic. This potential can be latent, discovered only later in life, or it can be pronounced from an early age.Additionally, a Gifted character begins the game with one of several benefits. Characters gain additional benefits as they accumulate experience points. Zocha has Occult Secrets.

    occult SecretsThe character delves further into the primal mysteries of the arcane and is rewarded with a spell from one of her career spell lists. This benefit can be taken multiple times, but a character still cannot exceed twice her INT in spells known.

    Feat: TransformationA Tharn is able to tap into her primal connection to the Devourer Wurm at will, transforming into a predatory beast. During her turn, the Tharn can either spend a full action to transform slowly or spend 1 feat point to transform immediately. When a female Tharn transforms, she gains Stealth and her AGL and PER rolls are automatically boosted, but she rolls one less die on INT and non-Intimidation social rolls.While transformed, a Tharn can communicate only through short, clipped sentences and guttural growls.Tharn must transform and remain transformed during lunar conjunctions. When any two of Caens three moons are full, the Tharn cannot restrain their inner beast. For the duration of the lunar conjunction, the Tharn cannot revert to their human form for any reason.

    Blood RitesAt Hero level, the character gains +2 to her sacral blade damage rolls. At Veteran level, the character gains +3 to her sacral blade damage rolls. At Epic level, the character gains +4 to her sacral blade damage rolls.

    PathfinderThe character can move over rough terrain without penalty.

    SurvivalistThis character can reroll failed Survival rolls. Each failed roll can be rerolled only once as a result of Survivalist.

    WILL WEAvERS & fATIGUE POINTSMost sorcerers and arcanists are will weavers, who rely on their own physical stamina and the force of their mental will to summon and direct arcane energy. This process can be incredibly taxing to the spellcasters body and mind but allows for the subtle weaving of intricate formulae.

    Gaining Fatigue PointsA will weaver can gain fatigue points in a number of ways.

    Upkeep a Spell A will weaver gains 1 fatigue point for each spell she upkeeps during each Control Phase.

    Cast a Spell When a will weaver casts a spell, she gains a number of fatigue points equal to the COST of the spell.

    Boost a Magic Attack or Magic Damage Roll Each time a will weaver boosts a magic attack or magic damage roll, she gains 1 fatigue point. Boosting must be declared before rolling any dice for the roll. Remember, a single roll can be boosted only once, but a will weaver can boost as many different rolls as she can afford.

    Increase the Range of a Spell A will weaver can gain 1 fatigue point to increase the RNG of a spell by thirty feet (5). Each spell cast can have its RNG extended only once as a result of gaining fatigue. Spells with a RNG of CTRL or SP cannot be affected in this way.

    Removing Fatigue PointsWill weavers remove a number of fatigue points equal to their ARC each Maintenance Phase.

    Fatigue Rolls and exhaustionIf her fatigue points exceed her ARC, a will weaver must make a fatigue roll immediately after resolving each spell she casts. To make a fatigue roll, roll 2d6. If the total is equal to or greater than the number of fatigue points the will weaver currently has, nothing happens. If the total is less than the number of fatigue points the character has, she becomes exhausted.When a character becomes exhausted, her turn immediately ends and she cannot cast spells during the next round.

    ZOCHa THe OuTCasTarCHeType: GiFTeD

    CHaraCTer bOOkleT

    2015 Privateer Press, Inc. All Rights Reserved. Permission is hereby granted to reproduce and retain copies of these character sheets for personal, non-commercial use only.Ross Harkin (order #7207955)

  • Description: A tall and muscular female Tharn, with a tanned complexion and dark hair. Wears worn leathers decorated with bones of past kills and a headdress of antlers. Keeps her sacral blade close at hand, a cleft dagger intended to evoke the fangs of the Beast of All Shapes, the ancient Devourer Wurm. Background: You are a Tharn, a race devoted to the worship of the Devourer Wurm. Your connection to the Wurm allows you to channel its power into your flesh, transforming you into a shadowy predator who moves swift and unseen as you stalk your prey. You were one of the foremost warriors of your tribe, invoking the power of blood magic through your sacral blade and hurling your javelins at your tribes enemies from the shadows.Your tribe, the White Maw, has long clashed with the farrow warband of Warlord Morrg. In your most recent conflict Morrg killed your chieftain and took his heart, giving it to his bone grinder Knor to turn into a powerful totem. A few days later the main source of water to your home, the Arrowhead River, started to dry up. You suspect it may be a ploy by Morrg to drive your people away, but none of your fellow Tharn think it wise to confront the warlord so soon after losing to him in battle. Unable to make the new chieftain see reason, you struck out on your own, declaring yourself an outcast. You will not return to your people until you have defeated Morrg. Being apart from your tribe is difficult, but it is a worthy sacrifice. Morrg has something planned, and you intend to stop him.Attitude: You are normally calm and collected, but when you invoke the savage power of the Wurm you become an unrelenting predator. You relish the power of blood magic. To you each kill performed in this way is a sacred rite to the Devourer, an offering of the blood of your enemies.

    Personal Goal: Find and eliminate Morrg. His attacks on your tribe and his desecration of your chieftain cannot go unanswered, and it seems like you are the only White Maw up to the task. You will hunt him down, into the heart of his warbands territory if necessary, to put an end to the dreadful warlord. Once he is eliminated, your self-imposed exile can end.

    Relations with others: Gullin Oakbreaker, The Chief Dont let his size fool youthe little guy packs a big punch. Hes a good leader, but doesnt always think his plans through. Lucky for him he has you here to handle the thinking. For some unfathomable reason, the little whelps he spawns from parts of him that get cut off seem fond of you.Longchops, The Hunter A solid fighter and not a bad shot with his rifle. Gets a bit violent if he hasnt had something to eat recently, so its always good to make sure there are enough scraps around for him to finish off. A decent tracker, but youre better.

    Lurk, The Mystic Hes the scheming sort, but sometimes its good to have one on your side. His spells and bone grinder totems have proven useful

    more than a few times. You cant shake the feeling that hes looking out for his own interestsbut then again, who isnt?

    UNLIKELY HEROESYou struck out from your tribe to confront the farrow warlord Morrg. Along the road you encountered the others, and you all joined together. You bring your impressive skills as a scout and bloodweaver to the group: you outflank enemies to fall upon them with a few expertly hurled javelins or emerge to slay an opponent with a single swipe of your sacral blade.You are the groups planner. You see the broad picture and determine the best path, guiding the others through the wilds with your eyes always on the objective. Whether it is a monster that needs to be killed or an enemy warlord who needs to be outsmarted, you are up to the task.

    ZOCHa THe OuTCasT"THE GUIDE"Female Tharn Bloodweaver/ScoutThose with the Gifted archetype are born with the capacity to

    work magic. This potential can be latent, discovered only later in life, or it can be pronounced from an early age.Additionally, a Gifted character begins the game with one of several benefits. Characters gain additional benefits as they accumulate experience points. Zocha has Occult Secrets.

    occult SecretsThe character delves further into the primal mysteries of the arcane and is rewarded with a spell from one of her career spell lists. This benefit can be taken multiple times, but a character still cannot exceed twice her INT in spells known.

    Feat: TransformationA Tharn is able to tap into her primal connection to the Devourer Wurm at will, transforming into a predatory beast. During her turn, the Tharn can either spend a full action to transform slowly or spend 1 feat point to transform immediately. When a female Tharn transforms, she gains Stealth and her AGL and PER rolls are automatically boosted, but she rolls one less die on INT and non-Intimidation social rolls.While transformed, a Tharn can communicate only through short, clipped sentences and guttural growls.Tharn must transform and remain transformed during lunar conjunctions. When any two of Caens three moons are full, the Tharn cannot restrain their inner beast. For the duration of the lunar conjunction, the Tharn cannot revert to their human form for any reason.

    Blood RitesAt Hero level, the character gains +2 to her sacral blade damage rolls. At Veteran level, the character gains +3 to her sacral blade damage rolls. At Epic level, the character gains +4 to her sacral blade damage rolls.

    PathfinderThe character can move over rough terrain without penalty.

    SurvivalistThis character can reroll failed Survival rolls. Each failed roll can be rerolled only once as a result of Survivalist.

    WILL WEAvERS & fATIGUE POINTSMost sorcerers and arcanists are will weavers, who rely on their own physical stamina and the force of their mental will to summon and direct arcane energy. This process can be incredibly taxing to the spellcasters body and mind but allows for the subtle weaving of intricate formulae.

    Gaining Fatigue PointsA will weaver can gain fatigue points in a number of ways.

    Upkeep a Spell A will weaver gains 1 fatigue point for each spell she upkeeps during each Control Phase.

    Cast a Spell When a will weaver casts a spell, she gains a number of fatigue points equal to the COST of the spell.

    Boost a Magic Attack or Magic Damage Roll Each time a will weaver boosts a magic attack or magic damage roll, she gains 1 fatigue point. Boosting must be declared before rolling any dice for the roll. Remember, a single roll can be boosted only once, but a will weaver can boost as many different rolls as she can afford.

    Increase the Range of a Spell A will weaver can gain 1 fatigue point to increase the RNG of a spell by thirty feet (5). Each spell cast can have its RNG extended only once as a result of gaining fatigue. Spells with a RNG of CTRL or SP cannot be affected in this way.

    Removing Fatigue PointsWill weavers remove a number of fatigue points equal to their ARC each Maintenance Phase.

    Fatigue Rolls and exhaustionIf her fatigue points exceed her ARC, a will weaver must make a fatigue roll immediately after resolving each spell she casts. To make a fatigue roll, roll 2d6. If the total is equal to or greater than the number of fatigue points the will weaver currently has, nothing happens. If the total is less than the number of fatigue points the character has, she becomes exhausted.When a character becomes exhausted, her turn immediately ends and she cannot cast spells during the next round.

    ZOCHa THe OuTCasTarCHeType: GiFTeD

    CHaraCTer bOOkleT

    2015 Privateer Press, Inc. All Rights Reserved. Permission is hereby granted to reproduce and retain copies of these character sheets for personal, non-commercial use only.Ross Harkin (order #7207955)

  • Ch

    aR

    aCTe

    R P

    oR

    TRa

    IT

    STa

    TS

    MA

    XSP

    D

    MA

    XST

    R

    MA

    XPh

    Y

    MA

    XPR

    W

    MA

    XPo

    I

    MA

    Xa

    GI

    MA

    Xa

    RC

    MA

    XPe

    R

    MA

    XIN

    T

    WIL

    LPo

    WeR

    (Ph

    Y +

    IN

    T)

    IRo

    N K

    ING

    Do

    MS

    UN

    Lea

    SheD

    aD

    VeN

    TUR

    e K

    IT C

    ha

    Ra

    CTe

    R S

    hee

    T

    aR

    Ch

    eTY

    PeR

    aCe

    Ca

    Ree

    RS

    PLa

    YeR

    Na

    Me

    heI

    Gh

    T

    Ch

    aR

    aCTe

    R N

    aM

    eW

    eIG

    hT

    Sex

    DeF

    ININ

    G C

    ha

    Ra

    CTe

    RIS

    TIC(S

    )

    FaIT

    h

    LeV

    eL

    ToTa

    L x

    P ea

    RN

    eD

    Ra

    NG

    eD W

    eaPo

    NS

    Na

    Me

    No

    TeS

    aM

    Mo

    PoW

    RN

    GR

    aT

    Na

    Me

    No

    TeS

    aM

    Mo

    PoW

    RN

    GR

    aT

    MeL

    ee W

    eaPo

    NS

    Na

    Me

    No

    TeS

    P+S

    Ma

    T

    Na

    Me

    No

    TeS

    P+S

    Ma

    T

    aD

    DIT

    IoN

    aL

    Wea

    PoN

    Na

    Me

    No

    TeS

    SKIL

    LS

    Ha

    nd

    Wea

    pon

    (pR

    W)

    THR

    oW

    n W

    eapo

    n (p

    RW

    )

    deT

    ecTi

    on

    (peR

    )

    Snea

    k (a

    GL)

    LoR

    e: d

    evo

    uR

    eR (i

    nT)

    SuR

    viv

    aL

    (peR

    )

    TRa

    ck

    inG

    (peR

    )

    PaR

    eNT

    SeT

    Va

    LUe

    SKIL

    L Le

    VeL

    ToTa

    L

    +=

    +=

    +=

    +=

    +=

    +=

    +=

    +=

    +=

    +=

    +=

    +=

    +=

    +=

    +=

    +=

    +=

    Da

    Ma

    Ge

    Ca

    PaCIT

    Y

    DeF S

    PD

    STa

    Ta

    GL

    STa

    TPe

    R

    STa

    T+

    ++

    +=

    eqU

    IPM

    eNT

    Mo

    DIF

    IeRS

    Ra

    CIa

    L M

    oD

    IFIe

    RTo

    TaL

    DeF

    aR

    M Ph

    Y

    STa

    T+

    +=

    oTh

    eR

    Mo

    DIF

    IeRS

    ShIe

    LD

    Mo

    DIF

    IeR

    +a

    RMo

    R M

    oD

    IFIe

    RS

    INIT

    IaTI

    Ve

    SPD

    ST

    aT

    PRW

    ST

    aT

    PeR

    ST

    aT

    ++

    ++

    =a

    DD

    ITIo

    Na

    L M

    oD

    IFIe

    RSeq

    UIP

    MeN

    T M

    oD

    IFIe

    RSTo

    TaL

    INIT

    IaIV

    e

    Co

    MM

    aN

    D R

    aN

    Ge

    INT

    STa

    T+

    +=

    aBI

    LITY

    M

    oD

    IFIe

    RSC

    oM

    Ma

    ND

    SK

    ILL

    ToTa

    L CM

    D

    RaN

    Ge

    Ar

    ch

    ety

    pe: G

    ifte

    d

    This

    char

    acte

    r ca

    n w

    ork

    mag

    ic

    Occu

    lt S

    ecr

    etS

    Gai

    n a

    n a

    ddit

    ional

    sp

    ell (

    incl

    uded

    )

    feA

    t: t

    rA

    nSf

    Or

    mA

    tiO

    n S

    ee N

    ote

    s bel

    ow

    BlO

    Od

    rit

    eS

    Gai

    n +

    2 to

    sac

    ral b

    lade

    dam

    age

    rolls

    (in

    clud

    ed)

    pAth

    fin

    der

    C

    an m

    ove

    over

    roug

    h t

    erra

    in w

    ithout

    p

    enal

    ty

    Sur

    viv

    Ali

    St

    Can

    rer

    oll

    faile

    d s

    urvi

    val r

    olls

    BeN

    eFIT

    S &

    aBI

    LITI

    eS

    Na

    Me

    DeS

    CR

    IPTI

    oN

    /No

    TeS

    Fea

    T Po

    INTS

    CU

    RR

    eNT

    Fea

    T Po

    INTS

    INTELLE

    CTAGILITY

    PHYSIQUE

    12

    3 4

    65

    Gea

    R

    Na

    Me

    BeN

    eFIT

    Co

    NN

    eCTI

    oN

    S

    No

    TeS

    SPeL

    LS

    Na

    Me

    Co

    ST

    RN

    G

    ao

    e Po

    W

    UP

    oFF

    aR

    Ca

    Ne

    TRa

    DIT

    IoN

    ___

    ____

    ____

    ____

    ____

    ____

    ____

    ____

    ____

    ____

    ____

    ____

    ____

    ____

    ____

    ____

    ____

    _

    Go

    LD

    Wo

    RN

    aR

    Mo

    R

    PeR

    Ma

    NeN

    T IN

    JUR

    IeS

    ReL

    IGIo

    US

    BeLI

    eFS

    SPo

    KeN

    La

    NG

    Ua

    GeS

    ToTa

    L a

    RM

    Jav

    elin

    Qu

    iver

    G

    ain a

    fre

    e Q

    uick

    Act

    ion t

    o d

    raw

    a

    jave

    lin

    Sac

    ra

    l Bl

    ad

    e C

    an b

    e em

    pow

    ered

    for

    Blood

    Mag

    ic s

    pel

    ls

    Tha

    rn

    lea

    Ther

    S D

    o n

    ot

    inte

    rfer

    e w

    ith

    Tran

    sform

    atio

    n a

    bili

    ty

    Na

    Me

    DeS

    CR

    IPTI

    oN

    /No

    TeS

    PaG

    e #

    Na

    Me

    DeS

    CR

    IPTI

    oN

    /No

    TeS

    SPD

    D

    eF

    aR

    M

    R

    emov

    e a

    con

    tin

    uous

    eff

    ect

    R

    ero

    ll a

    faile

    d r

    oll

    Pe

    rfo

    rm a

    rel

    entl

    ess

    char

    ge

    Pe

    rfo

    rm a

    Run

    & G

    un

    Perf

    orm

    a T

    wo

    -Fis

    ter

    Pe

    rfo

    rm a

    Her

    oic

    Do

    dg

    e

    Bo

    ost

    a n

    on

    -co

    mb

    at

    skill

    ro

    ll

    Mak

    e a

    qui

    ck a

    ctio

    n

    Shak

    e

    Spri

    nt

    Pa

    rry

    W

    alk

    It O

    ff

    Cri

    pp

    led

    Ph

    ysi

    que:

    2 S

    TR.

    Cri

    pp

    led

    ag

    ilit

    y:

    2 t

    o a

    ttac

    k ro

    lls.

    Cri

    pp

    led

    In

    tellec

    t:2

    DEF

    an

    d

    can

    no

    t up

    keep

    sp

    ells

    .Fe

    at p

    oin

    ts c

    an b

    e ea

    rned

    by:

    C

    riti

    cal s

    ucce

    ss o

    n a

    ski

    ll ro

    ll

    Giv

    en b

    y th

    e G

    M

    Des

    troy

    an

    en

    emy

    Feat

    poin

    ts c

    an b

    e sp

    ent

    to:

    Copy

    right

    200

    2-20

    14 P

    rivat

    eer P

    ress

    , Inc

    . All r

    ights

    rese

    rved

    . Iro

    n Ki

    ngdo

    ms

    , Unle

    ashe

    d, a

    nd its

    logo

    are

    trad

    emar

    ks o

    f Priv

    atee

    r Pre

    ss, I

    nc. P

    erm

    ission

    is h

    ereb

    y gra

    nted

    to m

    ake

    phot

    ocop

    ies fo

    r per

    sona

    l, non

    -com

    mer

    cial u

    se o

    nly.

    Zoch

    a th

    e O

    utca

    st

    fem

    ale

    153

    lbs.

    Gifte

    d

    Thar

    n

    Bloodw

    eave

    r/Sc

    out

    D

    evou

    rer

    Wur

    m

    5

    11

    Her

    o

    4

    3

    68

    Jave

    lin

    ThR

    oW

    N

    Add S

    TR t

    o

    the

    POW

    of

    this

    wea

    pon

    8

    9

    3367 5 4 3 43

    Tran

    sform

    as

    a fu

    ll ac

    tion,

    or

    tran

    sform

    inst

    antl

    y fo

    r 1

    feat

    poin

    t. C

    an t

    ransf

    orm

    bac

    k as

    a f

    ull a

    ctio

    n.

    When

    tra

    nsf

    orm

    ed g

    ain S

    teal

    th.

    AG

    L an

    d P

    ER r

    olls

    ar

    e b

    oost

    ed,

    but

    roll

    one

    less

    die

    on IN

    T an

    d n

    on-

    Inti

    mid

    atio

    n s

    oci

    al r

    olls

    .

    Tha

    RN

    Lea

    TheR

    S

    53

    26

    4

    14

    410 15 3

    Sacr

    al B

    lade

    Mag

    ical

    wea

    pon. C

    an e

    mp

    ower

    (s

    ee S

    pel

    ls)

    41

    5

    42

    6

    32

    5

    31

    4

    41

    5

    41

    5

    MO

    LGU

    R-T

    HA

    RN

    MO

    LGU

    R-T

    RU

    L

    5 (Q

    uive

    r)

    1

    SELf

    N

    N

    BLo

    oD

    Ma

    GIC

    : a

    CC

    UR

    aTe

    STR

    IKe

    The

    char

    acte

    rs

    next

    em

    pow

    ered

    mel

    ee w

    eap

    on a

    ttac

    k g

    ains

    a b

    oost

    ed a

    ttac

    k ro

    ll.

    1

    SELf

    N

    N

    BLo

    oD

    Ma

    GIC

    : BL

    eeD

    eR If t

    he n

    ext

    emp

    ower

    ed m

    elee

    wea

    pon

    att

    ack

    deal

    s da

    mag

    e, r

    egai

    n d3

    vit

    alit

    y.

    1

    SELf

    N

    N

    BLo

    oD

    Ma

    GIC

    : BR

    UTa

    L ST

    RIK

    eTh

    e ch

    arac

    ter

    s ne

    xt e

    mp

    ower

    ed m

    elee

    wea

    pon

    att

    ack

    gai

    ns a

    n ad

    diti

    onal

    di

    e of

    dam

    age.

    2

    SELf

    N

    N

    BLo

    oD

    Ma

    GIC

    : BL

    oo

    D B

    UR

    STIf

    emp

    ower

    ed m

    elee

    att

    ack

    dest

    roys

    a li

    ving

    cha

    ract

    er, c

    ente

    r a

    5 A

    OE

    on it

    . En

    emie

    s in

    AO

    E su

    ffer

    bla

    st d

    amag

    e eq

    ual t

    o en

    emy

    crea

    ture

    s S

    TR.

    DEv

    OU

    RER

    WU

    RM

    0 G

    C

    2015 Privateer Press, Inc. All Rights Reserved. Permission is hereby granted to reproduce and retain copies of these character sheets for personal, non-commercial use only.Ross Harkin (order #7207955)

  • Ch

    aR

    aCTe

    R P

    oR

    TRa

    IT

    STa

    TS

    MA

    XSP

    D

    MA

    XST

    R

    MA

    XPh

    Y

    MA

    XPR

    W

    MA

    XPo

    I

    MA

    Xa

    GI

    MA

    Xa

    RC

    MA

    XPe

    R

    MA

    XIN

    T

    WIL

    LPo

    WeR

    (Ph

    Y +

    IN

    T)

    IRo

    N K

    ING

    Do

    MS

    UN

    Lea

    SheD

    aD

    VeN

    TUR

    e K

    IT C

    ha

    Ra

    CTe

    R S

    hee

    T

    aR

    Ch

    eTY

    PeR

    aCe

    Ca

    Ree

    RS

    PLa

    YeR

    Na

    Me

    heI

    Gh

    T

    Ch

    aR

    aCTe

    R N

    aM

    eW

    eIG

    hT

    Sex

    DeF

    ININ

    G C

    ha

    Ra

    CTe

    RIS

    TIC(S

    )

    FaIT

    h

    LeV

    eL

    ToTa

    L x

    P ea

    RN

    eD

    Ra

    NG

    eD W

    eaPo

    NS

    Na

    Me

    No

    TeS

    aM

    Mo

    PoW

    RN

    GR

    aT

    Na

    Me

    No

    TeS

    aM

    Mo

    PoW

    RN

    GR

    aT

    MeL

    ee W

    eaPo

    NS

    Na

    Me

    No

    TeS

    P+S

    Ma

    T

    Na

    Me

    No

    TeS

    P+S

    Ma

    T

    aD

    DIT

    IoN

    aL

    Wea

    PoN

    Na

    Me

    No

    TeS

    SKIL

    LS

    Ha

    nd

    Wea

    pon

    (pR

    W)

    THR

    oW

    n W

    eapo

    n (p

    RW

    )

    deT

    ecTi

    on

    (peR

    )

    Snea

    k (a

    GL)

    LoR

    e: d

    evo

    uR

    eR (i

    nT)

    SuR

    viv

    aL

    (peR

    )

    TRa

    ck

    inG

    (peR

    )

    PaR

    eNT

    SeT

    Va

    LUe

    SKIL

    L Le

    VeL

    ToTa

    L

    +=

    +=

    +=

    +=

    +=

    +=

    +=

    +=

    +=

    +=

    +=

    +=

    +=

    +=

    +=

    +=

    +=

    Da

    Ma

    Ge

    Ca

    PaCIT

    Y

    DeF S

    PD

    STa

    Ta

    GL

    STa

    TPe

    R

    STa

    T+

    ++

    +=

    eqU

    IPM

    eNT

    Mo

    DIF

    IeRS

    Ra

    CIa

    L M

    oD

    IFIe

    RTo

    TaL

    DeF

    aR

    M Ph

    Y

    STa

    T+

    +=

    oTh

    eR

    Mo

    DIF

    IeRS

    ShIe

    LD

    Mo

    DIF

    IeR

    +a

    RMo

    R M

    oD

    IFIe

    RS

    INIT

    IaTI

    Ve

    SPD

    ST

    aT

    PRW

    ST

    aT

    PeR

    ST

    aT

    ++

    ++

    =a

    DD

    ITIo

    Na

    L M

    oD

    IFIe

    RSeq

    UIP

    MeN

    T M

    oD

    IFIe

    RSTo

    TaL

    INIT

    IaIV

    e

    Co

    MM

    aN

    D R

    aN

    Ge

    INT

    STa

    T+

    +=

    aBI

    LITY

    M

    oD

    IFIe

    RSC

    oM

    Ma

    ND

    SK

    ILL

    ToTa

    L CM

    D

    RaN

    Ge

    Ar

    ch

    ety

    pe: G

    ifte

    d

    This

    char

    acte

    r ca

    n w

    ork

    mag

    ic

    Occu

    lt S

    ecr

    etS

    Gai

    n a

    n a

    ddit

    ional

    sp

    ell (

    incl

    uded

    )

    feA

    t: t

    rA

    nSf

    Or

    mA

    tiO

    n S

    ee N

    ote

    s bel

    ow

    BlO

    Od

    rit

    eS

    Gai

    n +

    2 to

    sac

    ral b

    lade

    dam

    age

    rolls

    (in

    clud

    ed)

    pAth

    fin

    der

    C

    an m

    ove

    over

    roug

    h t

    erra

    in w

    ithout

    p

    enal

    ty

    Sur

    viv

    Ali

    St

    Can

    rer

    oll

    faile

    d s

    urvi

    val r

    olls

    BeN

    eFIT

    S &

    aBI

    LITI

    eS

    Na

    Me

    DeS

    CR

    IPTI

    oN

    /No

    TeS

    Fea

    T Po

    INTS

    CU

    RR

    eNT

    Fea

    T Po

    INTS

    INTELLE

    CT

    AGILITY

    PHYSIQUE

    12

    3 4

    65

    Gea

    R

    Na

    Me

    BeN

    eFIT

    Co

    NN

    eCTI

    oN

    S

    No

    TeS

    SPeL

    LS

    Na

    Me

    Co

    ST

    RN

    G

    ao

    e Po

    W

    UP

    oFF

    aR

    Ca

    Ne

    TRa

    DIT

    IoN

    ___

    ____

    ____

    ____

    ____

    ____

    ____

    ____

    ____

    ____

    ____

    ____

    ____

    ____

    ____

    ____

    ____

    _

    Go

    LD

    Wo

    RN

    aR

    Mo

    R

    PeR

    Ma

    NeN

    T IN

    JUR

    IeS

    ReL

    IGIo

    US

    BeLI

    eFS

    SPo

    KeN

    La

    NG

    Ua

    GeS

    ToTa

    L a

    RM

    Jav

    elin

    Qu

    iver

    G

    ain a

    fre

    e Q

    uick

    Act

    ion t

    o d

    raw

    a

    jave

    lin

    Sac

    ra

    l Bl

    ad

    e C

    an b

    e em

    pow

    ered

    for

    Blood

    Mag

    ic s

    pel

    ls

    Tha

    rn

    lea

    Ther

    S D

    o n

    ot

    inte

    rfer

    e w

    ith

    Tran

    sform

    atio

    n a

    bili

    ty

    Na

    Me

    DeS

    CR

    IPTI

    oN

    /No

    TeS

    PaG

    e #

    Na

    Me

    DeS

    CR

    IPTI

    oN

    /No

    TeS

    SPD

    D

    eF

    aR

    M

    R

    emov

    e a

    con

    tin

    uous

    eff

    ect

    R

    ero

    ll a

    faile

    d r

    oll

    Pe

    rfo

    rm a

    rel

    entl

    ess

    char

    ge

    Pe

    rfo

    rm a

    Run

    & G

    un

    Perf

    orm

    a T

    wo

    -Fis

    ter

    Pe

    rfo

    rm a

    Her

    oic

    Do

    dg

    e

    Bo

    ost

    a n

    on

    -co

    mb

    at

    skill

    ro

    ll

    Mak

    e a

    qui

    ck a

    ctio

    n

    Shak

    e

    Spri

    nt

    Pa

    rry

    W

    alk

    It O

    ff

    Cri

    pp

    led

    Ph

    ysi

    que:

    2 S

    TR.

    Cri

    pp

    led

    ag

    ilit

    y:

    2 t

    o a

    ttac

    k ro

    lls.

    Cri

    pp

    led

    In

    tellec

    t:2

    DEF

    an

    d

    can

    no

    t up

    keep

    sp

    ells

    .Fe

    at p

    oin

    ts c

    an b

    e ea

    rned

    by:

    C

    riti

    cal s

    ucce

    ss o

    n a

    ski

    ll ro

    ll

    Giv

    en b

    y th

    e G

    M

    Des

    troy

    an

    en

    emy

    Feat

    poin

    ts c

    an b

    e sp

    ent

    to:

    Copy

    right

    200

    2-20

    14 P

    rivat

    eer P

    ress

    , Inc

    . All r

    ights

    rese

    rved

    . Iro

    n Ki

    ngdo

    ms

    , Unle

    ashe

    d, a

    nd its

    logo

    are

    trad

    emar

    ks o

    f Priv

    atee

    r Pre

    ss, I

    nc. P

    erm

    ission

    is h

    ereb

    y gra

    nted

    to m

    ake

    phot

    ocop

    ies fo

    r per

    sona

    l, non

    -com

    mer

    cial u

    se o

    nly.

    Zoch

    a th

    e O

    utca

    st

    fem

    ale

    153

    lbs.

    Gifte

    d

    Thar

    n

    Bloodw

    eave

    r/Sc

    out

    D

    evou

    rer

    Wur

    m

    5

    11

    Her

    o

    4

    3

    68

    Jave

    lin

    ThR

    oW

    N

    Add S

    TR t

    o

    the

    POW

    of

    this

    wea

    pon

    8

    9

    3367 5 4 3 43

    Tran

    sform

    as

    a fu

    ll ac

    tion,

    or

    tran

    sform

    inst

    antl

    y fo

    r 1

    feat

    poin

    t. C

    an t

    ransf

    orm

    bac

    k as

    a f

    ull a

    ctio

    n.

    When

    tra

    nsf

    orm

    ed g

    ain S

    teal

    th.

    AG

    L an

    d P

    ER r

    olls

    ar

    e b

    oost

    ed,

    but

    roll

    one

    less

    die

    on IN

    T an

    d n

    on-

    Inti

    mid

    atio

    n s

    oci

    al r

    olls

    .

    Tha

    RN

    Lea

    TheR

    S

    53

    26

    4

    14

    410 15 3

    Sacr

    al B

    lade

    Mag

    ical

    wea

    pon. C

    an e

    mp

    ower

    (s

    ee S

    pel

    ls)

    41

    5

    42

    6

    32

    5

    31

    4

    41

    5

    41

    5

    MO

    LGU

    R-T

    HA

    RN

    MO

    LGU

    R-T

    RU

    L

    5 (Q

    uive

    r)

    1

    SELf

    N

    N

    BLo

    oD

    Ma

    GIC

    : a

    CC

    UR

    aTe

    STR

    IKe

    The

    char

    acte

    rs

    next

    em

    pow

    ered

    mel

    ee w

    eap

    on a

    ttac

    k g

    ains

    a b

    oost

    ed a

    ttac

    k ro

    ll.

    1

    SELf

    N

    N

    BLo

    oD

    Ma

    GIC

    : BL

    eeD

    eR If t

    he n

    ext

    emp

    ower

    ed m

    elee

    wea

    pon

    att

    ack

    deal

    s da

    mag

    e, r

    egai

    n d3

    vit

    alit

    y.

    1

    SELf

    N

    N

    BLo

    oD

    Ma

    GIC

    : BR

    UTa

    L ST

    RIK

    eTh

    e ch

    arac

    ter

    s ne

    xt e

    mp

    ower

    ed m

    elee

    wea

    pon

    att

    ack

    gai

    ns a

    n ad

    diti

    onal

    di

    e of

    dam

    age.

    2

    SELf

    N

    N

    BLo

    oD

    Ma

    GIC

    : BL

    oo

    D B

    UR

    STIf

    emp

    ower

    ed m

    elee

    att

    ack

    dest

    roys

    a li

    ving

    cha

    ract

    er, c

    ente

    r a

    5 A

    OE

    on it

    . En

    emie

    s in

    AO

    E su

    ffer

    bla

    st d

    amag

    e eq

    ual t

    o en

    emy

    crea

    ture

    s S

    TR.

    DEv

    OU

    RER

    WU

    RM

    0 G

    C

    2015 Privateer Press, Inc. All Rights Reserved. Permission is hereby granted to reproduce and retain copies of these character sheets for personal, non-commercial use only.Ross Harkin (order #7207955)

  • Description: A hulking bipedal gator covered in muscles and a thick, scaly hide. Wears a jury-rigged harness across his back to carry the tools of his trade: a powerful hunting rifle and other gear useful in hunting strong, dangerous creatures.Background: As a gatorman, you are driven by the hunt. Others may be content hunting weaker prey, but you have always sought out the deadliest game you could find, testing your talents against some of the mightiest predators the wilds have to offer. To augment your natural talents, you modified the stock of a heavy rifle you took off a hunter who intruded in your swamp and taught yourself to use it.Unfortunately, somethings happened to the river that feeds your swampy hunting ground. The river is drying up, and its driving away all your prey. You considered picking up and finding a new land, but the Tharn Zocha made you an offer: help her fix whats wrong with the river and take down the farrow warlord Morrg.

    In return, you have free reign to hunt in her tribes territory, a place notorious for the deadly beasts that roam withinand thats not counting the Tharn.Attitude: Theres no predator in the world as powerful as a gatorman with a huge gun, so you are pretty easygoing, at least for a gatorman. The others tend to confuse your grin for a hungry leer. Well, thats probably in their best interest.Personal Goal: Morrgs warband is said to breed a particularly nasty strain of razor boar, massive creatures able to chew through skin and bone with ease. Your ultimate goal is to secure rights to hunt in the White Maw tribes land, but along the way youre hoping to bag a few razor boars as trophies.

    Relations with others: Gullin Oakbreaker, The Chief Hes a brave little thing, thats for sure. Traveling with the pyg has given you opportunities to hunt bigger and better prey than ever before, and hes good at coordinating the group in a fight. You cant help but wonder what one of his whelps tastes like, but that can waitfor now.Zocha, The Guide Shes a good tracker and scout, but her methods are strange to you. She spends too much jumping through the trees and leaping down to stab things. By the time shes plunging her magic blade into something, youve already filled it with bullets.

    Lurk, The Mystic You two have traveled together for years. Youve saved his life a few times, and hes helped you out of trouble, too. Sometimes the two of you fight over which bits of a creature he gets to keep or you get to eat, but it usually works itself out in your favor.

    UNLIKELY HEROESZocha convinced you to join her with a promise. She says that if you help her, youll be permitted to hunt within the territory of the White Maw tribe, Tharn land to the west of your own.

    It is filled with a diversity of deadly creatures unlike anything youve hunted before, which

    will let you test your mettle against some of the deadliest beasts in the Blackmarsh Valley. You just need to help take out Morrg first.

    Youre an apex predator and bring your deadly skill with

    a rifle to the group; however, your jaws are as deadly as

    any weapon. You can bite a farrow in half up close or take him down from afar with one well-placed shot.

    lOnGCHOps"THE HUNTER"Male Gatorman Brigand/Monster hunterThis character relies on his wits, skill, and luck in equal measure.

    A Skilled character gains an additional attack during his Activation Phase if he chooses to attack that turn.Additionally, a Skilled character begins the game with one of several benefits. Characters gain additional benefits as they accumulate experience points. Longchops has Virtuoso: Rifle.

    Virtuoso: RifleWhen making a non-AOE attack with his rifle, this character gains an additional die on his attack and damage rolls. Discard the lowest die of each roll. (This benefit can be taken more than once, each time specifying a different military skill.)

    amphibiousGatormen treat water as open terrain and gain concealment while within water. Amphibious characters never make Swimming rolls and always advance their full SPD while swimming.

    Flesh of SteelWhile this character is unarmored, double his PHY when determining his ARM.

    Gnawing hungerA Gatorman must eat at least once every four waking hours. If a Gatorman character does not eat within this timeframe, he suffers 1 to Willpower rolls until he eats again. Luckily Gatormen are not particularly picky eaters and will happily devour any meat they can get their jaws around.

    Imitative PowerAll gatormen are deep believers in sympathetic magic. They often deck themselves out in the trappings of their enemies, believing such charms and trinkets enable them to steal a portion of the others power.While wearing or holding at least one relic, tool, trinket, or piece of clothing that was once possessed by a member of another race, the Gatorman character gains +1 on social rolls against characters of that race.

    Big Game hunterA character with the Big Game Hunter ability has hunted more than his fair share of game in the wilds of western Immoren. When a character with Big Game Hunter makes an attack against a natural animal or beast native to the wilds of Immoren, he gains a bonus on attack rolls equal to his Survival skill.

    Find CoverAt the start of combat before initiative is rolled, this character can immediately advance up to twelve feet (2) and perform a quick action to take cover or go prone.

    hunting Ground [Swamp]Choose an environment type (desert, forest, mountain, or swamp) when you select this ability. The character gains +2 to Sneak and Tracking rolls while in the selected environment. This ability can be taken more than once. Each time this ability is selected, choose a new environment type.

    onslaughtAt the start of this characters turn before moving or taking any action, he can make one ranged attack. After the attack has been resolved, the character must charge or run. The ranged attack is made before declaring a charge target.

    Precision StrikeWhen the character hits with a melee attack, he chooses the branch of the targets life spiral or the column of the targets damage grid that is hit, if applicable.

    lOnGCHOpsarCHeType: skilleD

    CHaraCTer bOOkleT

    2015 Privateer Press, Inc. All Rights Reserved. Permission is hereby granted to reproduce and retain copies of these character sheets for personal, non-commercial use only.Ross Harkin (order #7207955)

  • Description: A hulking bipedal gator covered in muscles and a thick, scaly hide. Wears a jury-rigged harness across his back to carry the tools of his trade: a powerful hunting rifle and other gear useful in hunting strong, dangerous creatures.Background: As a gatorman, you are driven by the hunt. Others may be content hunting weaker prey, but you have always sought out the deadliest game you could find, testing your talents against some of the mightiest predators the wilds have to offer. To augment your natural talents, you modified the stock of a heavy rifle you took off a hunter who intruded in your swamp and taught yourself to use it.Unfortunately, somethings happened to the river that feeds your swampy hunting ground. The river is drying up, and its driving away all your prey. You considered picking up and finding a new land, but the Tharn Zocha made you an offer: help her fix whats wrong with the river and take down the farrow warlord Morrg.

    In return, you have free reign to hunt in her tribes territory, a place notorious for the deadly beasts that roam withinand thats not counting the Tharn.Attitude: Theres no predator in the world as powerful as a gatorman with a huge gun, so you are pretty easygoing, at least for a gatorman. The others tend to confuse your grin for a hungry leer. Well, thats probably in their best interest.Personal Goal: Morrgs warband is said to breed a particularly nasty strain of razor boar, massive creatures able to chew through skin and bone with ease. Your ultimate goal is to secure rights to hunt in the White Maw tribes land, but along the way youre hoping to bag a few razor boars as trophies.

    Relations with others: Gullin Oakbreaker, The Chief Hes a brave little thing, thats for sure. Traveling with the pyg has given you opportunities to hunt bigger and better prey than ever before, and hes good at coordinating the group in a fight. You cant help but wonder what one of his whelps tastes like, but that can waitfor now.Zocha, The Guide Shes a good tracker and scout, but her methods are strange to you. She spends too much jumping through the trees and leaping down to stab things. By the time shes plunging her magic blade into something, youve already filled it with bullets.

    Lurk, The Mystic You two have traveled together for years. Youve saved his life a few times, and hes helped you out of trouble, too. Sometimes the two of you fight over which bits of a creature he gets to keep or you get to eat, but it usually works itself out in your favor.

    UNLIKELY HEROESZocha convinced you to join her with a promise. She says that if you help her, youll be permitted to hunt within the territory of the White Maw tribe, Tharn land to the west of your own.

    It is filled with a diversity of deadly creatures unlike anything youve hunted before, which

    will let you test your mettle against some of the deadliest beasts in the Blackmarsh Valley. You just need to help take out Morrg first.

    Youre an apex predator and bring your deadly skill with

    a rifle to the group; however, your jaws are as deadly as

    any weapon. You can bite a farrow in half up close or take him down from afar with one well-placed shot.

    lOnGCHOps"THE HUNTER"Male Gatorman Brigand/Monster hunterThis character relies on his wits, skill, and luck in equal measure.

    A Skilled character gains an additional attack during his Activation Phase if he chooses to attack that turn.Additionally, a Skilled character begins the game with one of several benefits. Characters gain additional benefits as they accumulate experience points. Longchops has Virtuoso: Rifle.

    Virtuoso: RifleWhen making a non-AOE attack with his rifle, this character gains an additional die on his attack and damage rolls. Discard the lowest die of each roll. (This benefit can be taken more than once, each time specifying a different military skill.)

    amphibiousGatormen treat water as open terrain and gain concealment while within water. Amphibious characters never make Swimming rolls and always advance their full SPD while swimming.

    Flesh of SteelWhile this character is unarmored, double his PHY when determining his ARM.

    Gnawing hungerA Gatorman must eat at least once every four waking hours. If a Gatorman character does not eat within this timeframe, he suffers 1 to Willpower rolls until he eats again. Luckily Gatormen are not particularly picky eaters and will happily devour any meat they can get their jaws around.

    Imitative PowerAll gatormen are deep believers in sympathetic magic. They often deck themselves out in the trappings of their enemies, believing such charms and trinkets enable them to steal a portion of the others power.While wearing or holding at least one relic, tool, trinket, or piece of clothing that was once possessed by a member of another race, the Gatorman character gains +1 on social rolls against characters of that race.

    Big Game hunterA character with the Big Game Hunter ability has hunted more than his fair share of game in the wilds of western Immoren. When a character with Big Game Hunter makes an attack against a natural animal or beast native to the wilds of Immoren, he gains a bonus on attack rolls equal to his Survival skill.

    Find CoverAt the start of combat before initiative is rolled, this character can immediately advance up to twelve feet (2) and perform a quick action to take cover or go prone.

    hunting Ground [Swamp]Choose an environment type (desert, forest, mountain, or swamp) when you select this ability. The character gains +2 to Sneak and Tracking rolls while in the selected environment. This ability can be taken more than once. Each time this ability is selected, choose a new environment type.

    onslaughtAt the start of this characters turn before moving or taking any action, he can make one ranged attack. After the attack has been resolved, the character must charge or run. The ranged attack is made before declaring a charge target.

    Precision StrikeWhen the character hits with a melee attack, he chooses the branch of the targets life spiral or the column of the targets damage grid that is hit, if applicable.

    lOnGCHOpsarCHeType: skilleD

    CHaraCTer bOOkleT

    2015 Privateer Press, Inc. All Rights Reserved. Permission is hereby granted to reproduce and retain copies of these character sheets for personal, non-commercial use only.Ross Harkin (order #7207955)

  • Ch

    aR

    aCTe

    R P

    oR

    TRa

    IT

    STa

    TS

    MA

    XSP

    D

    MA

    XST

    R

    MA

    XPh

    Y

    MA

    XPR

    W

    MA

    XPo

    I

    MA

    Xa

    GI

    MA

    Xa

    RC

    MA

    XPe

    R

    MA

    XIN

    T

    WIL

    LPo

    WeR

    (Ph

    Y +

    IN

    T)

    IRo

    N K

    ING

    Do

    MS

    UN

    Lea

    SheD

    aD

    VeN

    TUR

    e K

    IT C

    ha

    Ra

    CTe

    R S

    hee

    T

    aR

    Ch

    eTY

    PeR

    aCe

    Ca

    Ree

    RS

    PLa

    YeR

    Na

    Me

    heI

    Gh

    T

    Ch

    aR

    aCTe

    R N

    aM

    eW

    eIG

    hT

    Sex

    DeF

    ININ

    G C

    ha

    Ra

    CTe

    RIS