Just thought I'd give a little preview of a recent short project that came up between our other releases.
New Creature
Wight
Many people fear the presence of wights and rightfully so. Their ability to drain the very power of the soul make them formidable opponents in any battle. As an added fear, if the wight were to completely drain an adventurer, there is a chance that the adventurer will be turned into a wight as well making many brave souls tremble.
Wights have a reputation in some circles as being mindless creations that attack without thought. This couldn't be further from the truth. They have the ability to think and reason but do so within the confines of their undead state. Some resent their undead status but realize that they are stuck like this and only destruction will sent them free. Other revel in their new state and want to cause as much hardship and turmoil in a community that they can.
Most of these undead are evil to the core. They want to kill and feed off souls as much as possible and think nothing of the consequences for doing so. Their thinking drastically changes when they become wights and they will not even think twice about hurting those they once held dear. Former family members sometimes try to talk sense into them or to protect them from the outside world, but this is usually a vain attempt. Wights are mostly evil to the core and will eventually want to kill and feed off the people trying to protect them.
Some of these creatures are different however and maintain an attitude of goodness. These rare wights will often hide themselves deep in caverns or hidden places so that they won't give in to their desires to kill and drain souls. They are able to maintain their good sense of reason and ask that no one bothers them in their seclusion.
Strength 3d6 - 11
Constitution 3d6 - 11
Size 2d6+6 - 13
Intelligence 2d6+6 - 13
Power 3d6+6 - 17
Dexterity 4d6 - 14
Charisma 3d6 - 11
1-3 Right Leg 1/5
4-6 Left Leg 1/5
7-9 Abdomen 1/6
10-12 Chest 1/7
13-15 Right Arm 1/4
16-18 Left Arm 1/4
19-20 Head 1/5
Combat Actions: 3
Damage Modifier (dm): +0
Magic Points: 17
Movement: 8m
Strike Rank: +14
Typical Armour: Hardened Bone. No armour check penalty.
Traits: Soul Drain, Create Progeny, Life Sense
Skills: Brawn 40%, Combat Style (Club) 65%, Combat Style (Sword and Shield) 65%, Evade 55%, Lore (Undead) 45%, Perception 50%, Persistence 60%, Resilience 55%, Stealth 75%, Unarmed 70%.
Weapons:
Claw
Size M
Reach T
Damage 1d3+dm
AP/HP as per arm
Range
Short Sword
Size M
Reach S
Damage 1d6+dm
AP/HP 6/8
Heater Shield
Size L
Reach S
Damage 1d4+dm
AP/HP 6/12
Club
Size M
Reach S
Damage 1d6+dm
AP/HP 4/4
Heroic Ability
Deceive
Requirements: Undead, Charisma or 16 or higher, Disguise 60% or higher.
Hero Points: 8
Duration: 1d6 combat rounds
The undead can convince a person that they are the corpse of some long lost ancestor that has come to protect them from the ways of the world. This lie is so convincing that the target will do anything they can to protect the undead creature they think is their descendant. An opposed Disguise check to the targets Perception skill must be made to get this heroic ability to work. If the target is attacked by the person using this ability, the deception is broken.
New Common Magic Spell
Draining Ray
Instant, Range 5, Magnitude 2, Resist (Evade)
A targeted opponent immediately comes under the effect of soul drain. The caster does not gain any Power in this fashion, rather just draining the target of their Power reserves. The soul drain amount is equal to 1d6.
New Divine Magic Spell
Decay
Instant, Rank Acolyte, Magnitude 3, Resist (Persistence), Touch
The caster is immediately able to cause a target to start to decay. If the caster is able to make an Unarmed strike against a target, the target must roll a Persistence test to resist the effects of this spell. If the spell succeeds, the target suffers 1d4 damage to a random location that cannot be restored by natural means. Only magical healing can restore these lost hit points.
Also included are a total of 3 more new Wights, 10 total heroic abilities, 15 new spells (5 for each Common, Divine and Sorcery), a Wight god with stats if adventurers are daring enough to face him and 5 unique items for adventurers to maybe use.
Let me know what you think!
New Creature
Wight
Many people fear the presence of wights and rightfully so. Their ability to drain the very power of the soul make them formidable opponents in any battle. As an added fear, if the wight were to completely drain an adventurer, there is a chance that the adventurer will be turned into a wight as well making many brave souls tremble.
Wights have a reputation in some circles as being mindless creations that attack without thought. This couldn't be further from the truth. They have the ability to think and reason but do so within the confines of their undead state. Some resent their undead status but realize that they are stuck like this and only destruction will sent them free. Other revel in their new state and want to cause as much hardship and turmoil in a community that they can.
Most of these undead are evil to the core. They want to kill and feed off souls as much as possible and think nothing of the consequences for doing so. Their thinking drastically changes when they become wights and they will not even think twice about hurting those they once held dear. Former family members sometimes try to talk sense into them or to protect them from the outside world, but this is usually a vain attempt. Wights are mostly evil to the core and will eventually want to kill and feed off the people trying to protect them.
Some of these creatures are different however and maintain an attitude of goodness. These rare wights will often hide themselves deep in caverns or hidden places so that they won't give in to their desires to kill and drain souls. They are able to maintain their good sense of reason and ask that no one bothers them in their seclusion.
Strength 3d6 - 11
Constitution 3d6 - 11
Size 2d6+6 - 13
Intelligence 2d6+6 - 13
Power 3d6+6 - 17
Dexterity 4d6 - 14
Charisma 3d6 - 11
1-3 Right Leg 1/5
4-6 Left Leg 1/5
7-9 Abdomen 1/6
10-12 Chest 1/7
13-15 Right Arm 1/4
16-18 Left Arm 1/4
19-20 Head 1/5
Combat Actions: 3
Damage Modifier (dm): +0
Magic Points: 17
Movement: 8m
Strike Rank: +14
Typical Armour: Hardened Bone. No armour check penalty.
Traits: Soul Drain, Create Progeny, Life Sense
Skills: Brawn 40%, Combat Style (Club) 65%, Combat Style (Sword and Shield) 65%, Evade 55%, Lore (Undead) 45%, Perception 50%, Persistence 60%, Resilience 55%, Stealth 75%, Unarmed 70%.
Weapons:
Claw
Size M
Reach T
Damage 1d3+dm
AP/HP as per arm
Range
Short Sword
Size M
Reach S
Damage 1d6+dm
AP/HP 6/8
Heater Shield
Size L
Reach S
Damage 1d4+dm
AP/HP 6/12
Club
Size M
Reach S
Damage 1d6+dm
AP/HP 4/4
Heroic Ability
Deceive
Requirements: Undead, Charisma or 16 or higher, Disguise 60% or higher.
Hero Points: 8
Duration: 1d6 combat rounds
The undead can convince a person that they are the corpse of some long lost ancestor that has come to protect them from the ways of the world. This lie is so convincing that the target will do anything they can to protect the undead creature they think is their descendant. An opposed Disguise check to the targets Perception skill must be made to get this heroic ability to work. If the target is attacked by the person using this ability, the deception is broken.
New Common Magic Spell
Draining Ray
Instant, Range 5, Magnitude 2, Resist (Evade)
A targeted opponent immediately comes under the effect of soul drain. The caster does not gain any Power in this fashion, rather just draining the target of their Power reserves. The soul drain amount is equal to 1d6.
New Divine Magic Spell
Decay
Instant, Rank Acolyte, Magnitude 3, Resist (Persistence), Touch
The caster is immediately able to cause a target to start to decay. If the caster is able to make an Unarmed strike against a target, the target must roll a Persistence test to resist the effects of this spell. If the spell succeeds, the target suffers 1d4 damage to a random location that cannot be restored by natural means. Only magical healing can restore these lost hit points.
Also included are a total of 3 more new Wights, 10 total heroic abilities, 15 new spells (5 for each Common, Divine and Sorcery), a Wight god with stats if adventurers are daring enough to face him and 5 unique items for adventurers to maybe use.
Let me know what you think!