At | Def | Ag | Int | Phys | Pre | Spi | H | S | W | Ar | MD | Mv | Fer | Quick |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
24
| 14
| 12
| 8
| 16
| 14
| 12
| 40
| 3
| 3
| 4
| 0
| 2
| 5
| 124
|
Smash :
A24
D14
Init14
damD6+3
May use twice a round.
Axe :
A22
D15
Init14
damD8+4
May use one axe swing and one smash in a round.
|
At | Def | Ag | Int | Phys | Pre | Spi | H | S | W | Ar | MD | Mv | Fer | Quick |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
13
| 17
| 12
| 13
| 10
| 15
| 11
| 40
| 0
| 0
| 4
| 0
| 4
| 1
| 126
|
Force Blast :
D20
Init16
Cone, 10 legats long, 5 wide. Roll Agility vs. 15 or stunned for 15 - Spirit rounds. Roll Phys vs. 15 or knocked down.
Rend :
A16
D17
Init15
damD8 Spirit
Ignores Armour. Mighty 1
|
At | Def | Ag | Int | Phys | Pre | Spi | H | S | W | Ar | MD | Mv | Fer | Quick | Lvl | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Level 3 |
14
| 13
| 12
| 12
| 12
| 12
| 11
| 23
| 0
| 0
| 4
| 0
| 2
| 4
| 90
| 3 |
Claw :
A17
D13
Init14
damD6+2
Corrupts.
Balefire :
A17
D13
Init14
dam2D4
Ignores Armour. Range 14.
| ||||||||||||||||
Level 5 |
16
| 15
| 13
| 13
| 14
| 14
| 11
| 25
| 0
| 0
| 4
| 0
| 2
| 4
| 106
| 5 |
Claw :
A19
D15
Init15
damD6+2
Corrupts.
Balefire :
A19
D15
Init15
dam2D4
Ignores Armour. Range 18.
| ||||||||||||||||
Level 7 |
18
| 17
| 13
| 14
| 15
| 15
| 12
| 33
| 0
| 0
| 4
| 0
| 2
| 4
| 129
| 7 |
Claw :
A21
D17
Init15
damD6+3
Corrupts.
Dark One's Light :
A21
D17
Init15
damD10+2
Range 10.
| ||||||||||||||||
Level 10 |
18
| 17
| 14
| 15
| 15
| 16
| 14
| 46
| 0
| 0
| 13
| 0
| 2
| 4
| 170
| 10 |
Claw :
A21
D17
Init15
damD6+3
Corrupts. Sting. Phys vs. 16 or 2D12 poison damage.
|
Ghebbeths are creatures created by White Order magic, either by various spells employed by a White Order Mage to make a temporary servant, or by the Mage themselves becoming overcome by their own corruption. The stats given above are for White Order Mages of various levels that have lost their fight with corruption and become destructive servants of their mysterious masters.
Ghebbeths created from corrupted Magi are loathsome creatures. Their Keldian fur is bleached, patchy and rent by swathes of scaly hide. Their eyes are milky white, their hands elongated into claws, their mouths black and full of ash. They exude a scent of bitter smoke, and their body glows with a dirty white radiance. Although a Ghebbeth is supernaturally tough, and hard to kill, they cannot heal any Lethal damage done to them, and they do not truly live.
Ghebbeth magi retain all of the spells that they had in life, and need not fatigue to cast them. However all corruption normally inflicted by the spells is dealt as Lethal Damage instead. The following lists suggest suitable spells for each rank of Ghebbeth.
Level 3 : Balefire (2), Dustworm (1), Hand of Dust (2)
Level 5 : As level 3 + Dark One's Light (2), Deceiving Light (2), Calling the Dead (4)
Level 7 : As level 5 + Levitation (3), Wind Dragon Summoning (4)
Level 10 : As level 7 + Night's Wings (1), Poison Sending (1), Reversal (2), Desecrating Summoning of the Hunter (3)
Ghebbeth Magi never cast spells to shed corruption, nor do they accumulate power, draw plans, or act with patience. Their only aim is to cause as much destruction and havok as possible before they are overcome by the power they channel. Although theoretically capable of using weapons, they always attack with their claws if not using magic, as their touch causes 1 point of corruption to anyone who cannot make a resisted Spirit vs. Presence roll. If outnumbered they will summon minions, and continue to attack.
At | Def | Ag | Int | Phys | Pre | Spi | H | S | W | Ar | MD | Mv | Fer | Quick |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
14
| 13
| 13
| 1
| 12
| 8
| 8
| 14
| 0
| 2
| 1
| 0
| 3
| 1
| 64
|
Bite :
A16
D13
Init16
damD8+2
|
At | Def | Ag | Int | Phys | Pre | Spi | H | S | W | Ar | MD | Mv | Fer | Quick |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
9
| 16
| 15
| 3
| 9
| 7
| 6
| 10
| 0
| 3
| 0
| 0
| 3
| 1
| 50
|
Bite :
A9
D16
Init18
damD4
|
At | Def | Ag | Int | Phys | Pre | Spi | H | S | W | Ar | MD | Mv | Fer | Quick |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
18
| 17
| 16
| 3
| 19
| 12
| 9
| 35
| 0
| 0
| 4
| 0
| 4
| 5
| 119
|
Claw :
A21
D16
Init16
damD10+3
Can attack 2 times / round.
Sting :
A15
D16
Init20
damD6+1
Sting. Poison. Phys vs. 16 or paralyzed for 30-Phys rounds.
|
At | Def | Ag | Int | Phys | Pre | Spi | H | S | W | Ar | MD | Mv | Fer | Quick |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
14
| 18
| 13
| 4
| 4
| 13
| 10
| 9
| 0
| 2
| 0
| 0
| 4
| 1
| 68
|
Peck :
A14
D16
Init15
damD4
Gaze :
Init20
Range 30. Roll Spirit vs. 13 or be blinded for 1 + failures rounds.
|
At | Def | Ag | Int | Phys | Pre | Spi | H | S | W | Ar | MD | Mv | Fer | Quick |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
20
| 14
| 20
| 6
| 20
| 7
| 12
| 100
| 3
| 0
| 5
| 0
| 3
| 7
| 210
|
Burning Weapon :
A20
D17
Init23
dam2D8+9
|
At | Def | Ag | Int | Phys | Pre | Spi | H | S | W | Ar | MD | Mv | Fer | Quick |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
19
| 19
| 16
| 8
| 12
| 10
| 12
| 20
| 0
| 0
| 4
| 0
| 2
| 4
| 98
|
Claws :
A19
D19
Init18
dam3D4+1
|
At | Def | Ag | Int | Phys | Pre | Spi | H | S | W | Ar | MD | Mv | Fer | Quick | Lvl | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Guard |
12
| 12
| 11
| 10
| 13
| 11
| 10
| 17
| 4
| 5
| 4
| 0
| 2
| 3
| 84
| 2 |
Bronze Mace :
A17
D16
Init10
damD6+5
Shield
Horn Bow :
A17
D13
Init11
damD6+3
Ranged 12. Accuracy 4.
Naga Axe :
A18
D13
Init12
damD8+4
Unbalanced
| ||||||||||||||||
Overseer |
14
| 14
| 10
| 11
| 15
| 13
| 11
| 18
| 5
| 6
| 4
| 0
| 2
| 4
| 88
| 4 |
Sickle Sword :
A20
D19
Init12
damD6+4
Parry (2). Shield
|
The Orders have many armed troops working for them, a substantial number of which make up the city Guards, sentries, bodyguards and retinues of Bonded Ones and Magi. Better trained and better armed than the common Guards employed by Merchants, these Order Troops are usually given uniforms in the colours of the Orders they serve, and are more dedicated to their tasks than those who work only for a common wage. Progression in the ranks of the Order soldiery can elevate a Freeman to the status of Clerk, at which point the Guard is expected too (and can afford to) arm themselves. Senior Guard Overseers will thus have the best weapons and armour they can afford.
At | Def | Ag | Int | Phys | Pre | Spi | H | S | W | Ar | MD | Mv | Fer | Quick |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
11
| 11
| 11
| 10
| 11
| 10
| 11
| 15
| 2
| 5
| 3
| 0
| 2
| 2
| 65
|
Horn Spear :
A14
D15
Init13
damD6+2
Parry (1), Long
Bronze Dagger :
A13
D12
Init17
damD6+2
Parry (1), Short
|
Even in the major cities of the Empire there is little guarantee that a private dwelling will receive much in the way of protection from the Orders and their minions. Many a Noble or Merchant will protect their lands with private Guards, usually low level warriors (or in cheap cases level 0 ones) armed with affordable weapons and something approximating a uniform. Pay for such a Guard is not great, but the job is usually not very dangerous, and the opportunity to strut around with a weapon appeals to many. The Guard above carries a Horn Spear and Bronze Dagger, with a slung wicker shield and medium hide armour.