Thursday, September 20, 2018

Mount Week #4: Unicorn

Unicorn

Brief: In terns of height and build, most unicorns are very much in common with riding horses. Larger breeds are referred to as Alicorns, which are roughly the size of war horses. Their fur color determines their representation with golden fur representing purity, white fur representing wisdom, and black fur representing passion. Their primary fur color determines the color of their manes with golden fur sported manes that are periwinkle blue or softer red, silver or pure white going with white fur, and deeper reds or dark grays with black furred unicorns. They typically found as mounts for Elves, especially Elven females. The horn of a unicorn has a number of magical properties and a unicorn is said to die if they lose their horn. To slay, let alone cut the horn off from a unicorn is considered a heinous mark. It is viewed as a death sentence by the Elven people.

Attributes: Agility d8, Smarts d8 (A), Spirit d10, Strength d12+2, Vigor d10
Skills: Athletics d8, Fighting d8, Notice d8, Spellcasting d12, Stealth d6
Traits: Pace: 10; Parry: 6; Toughness: 9
Specials: Fleet Footed, Force of Good (+2 Damage and Toughness when fighting supernatural Evil; Subject to Repulse Good by Unholy Warriors)

Kick: Str+d6

Horn Magic
Power Points: 40

Unicorns have one of the following spells channeled through their horns.Most believe that unicorns can only heal, but that is only partially true. Though disgusting, a unicorn's horn can be used as a source of power points for an unscrupulous arcanist. Horn magic may include:

Healing/Greater Healing - Range: Touch - Cost: 3 or 10/20 - Trappings: Radiant - Notes: Acts as either the Healing or Greater Healing power. Requires the unicorn's horn to touch the wound.

Radiant Bolt - Range: 12/24/48 - Cost: 3 - Trappings: Radiant/Fire - Notes: Heavy Bolt (3d6) with AP 2. On a Raise, the target rolls to see if they catch fire (6 on a d6). If the target is undead, there is an elevated chance they are set on fire (5-6 on a d6).

Fascinate - Range: Smarts x 2 - Cost: 2 - Trappings: Light/Radiance - Notes: Is a version of Confusion with the Glow modifier added. When the spell is cast, a series of dancing lights appear before the target causing a SBT area to glow with soft, twinkling florescence.

Calpurnia of the Glades
Elf; 20 XP (Seasoned)

Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6
Skills: Athletics d6, Faith d8, Fighting d6, Healing d6, Know (Occult) d6, Notice d6, Persuasion d8+2, Riding d6, Stealth d4
Traits: Pace: 6; Parry: 5; Toughness: 5 (1 - Leather Armor); Charisma: +2
Edges & Hindrances: Arcane Background (Miracles), Attractive, Beast Bond, New Power, Power Points / Heroic, Rebellious, Stubborn
Elven Traits: Fragile (-1 Toughness), Perceptive (Begin play with Notice d6), Low Light Vision (Halves penalties due to poor lighting)

Mace: Str+d6

-Calpurnia is an Elf from a mystical region known as The Glades. She is one of the emissaries sent forth to represent the mysterious Elven people to the outside region in the hopes in providing guidance and aid to those less fortunate. Her assignment is partially her own choice being a Heroic-minded maiden as well as a bout of Rebelliousness with her superiors that sent her from her region.

-She aides who she can. She will aid any innocent who come to her and particular relishes in aiding the likes of children or the meek. To get her from place to place and help with her travels is her Unicorn whom she has a Beast Bond with.

-She is an adept healer, so is her unicorn. Her unicorn sports white fur, which to the Elven people signify Wisdom and the balance between the two extremes of purity and passion that are represented by the other unicorn colors. All of these are aspects of worshiping the Divine known as The Empress. Her unicorn's horn is capable of healing those it touches. A traditional role for a unicorn.

-Carries with her a Crystal Wand. This object may be a magical item she can develop as a tool or a plot device depeding on what the GM needs it to be.

Wednesday, September 19, 2018

Mount Week #3 - Bear

Riding Bear

Brief: Riding bears are an especially trained group of dire bears that are raised by Dwarves to serve as heavy cavalry. They may be slow, but an armored bear with massive claws can be one of those most terrifying sights on a battlefield. Riding Bears include fur colors of white or brown, the latter typically being darker shades. They are massive beasts sporting large sharp claws and rows of sharp teeth. Dwarven knights must spend time in their youth with bears so they can get over a natural fear of these large predators. Riding bears often enjoy a diet of meat supplemented with fruits, berries, and honey. It is universally understood that, regardless of type, bears love honey.


Attributes: Agility d6, Smarts d6 (A), Spirit d8, Strength: d12+4, Vigor d12
Skills: Athletics d6, Fighting d8, Notice d8
Traits: Pace: 8; Parry: 6; Toughness: 11; Size: +3
Specials: Bear Hug: On a raise a Bear has grabbed and Bound their victim leaving the victim Distracted & Vulnerable. A Victim may use their action to escape the bears clutches. Each round the bear wins of grapple allows them to do damage to target.

Claws: Str+d6

Ser Gregor Bjornhold
Race: Dwarf / XP: 50 (Veteran)

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d10, Vigor d8
Skills: Athletics d8, Fighting d10, Intimidation d6, Notice d6, Persuasion d6, Riding d8, Shooting d8, Streetwise d6
Traits: Pace: 6; Parry: 8; Toughness: 10 (3 - Breastplate / 2 - Chain Greaves & Sleeves / 3 - Steel Helmet)
Edges & Hindrances: Beast Bond, Block, Brawny, Cavalier / Code of Honor, Impulsive, and Quirk

Lance (Mounted): Str+d8, Reach: 2, AP: 2 / Axe: Str+d6 /
Flail: Str+d6, S: Ignores cover and shields.

Special Note: Cavalier comes from the Cavalryman edge from Savagepedia which in turn comes from Shaintar. You can read about Cavalryman here!

-Ser Gregor is a Dwarven Lancer who is trained to ride his bear 'Brennus' into combat. Unlike a Knight, a Lancer has no claim to lands and is afforded the respect as a good and honorable soldier in the service to Dwarven Kings and Lords. Though an honorable man, Gregor is impulsive and quick to take up in defense of a maiden's honor or a cause that seems just with little heed to the consequences of his actions.

-Brennus is his companion whom he shares a Beast Bond with. He may spend bennies on his mount and friend. A good thing too, given his willingness to charge on the back of his bear into battle. Often clashing with another bear while riders attempt to lance each other from around the sides of their fighting ursine.

-Has ambitions to become a Knight. To accomplish this he may be interested in adventuring on behalf of a patron or securing the title through marriage. A good campaign fit for him is one that is Dwarf heavy, or has a number of nobles who are willing to knight a Dwarf for service in battle.

-Rather than create a skill such as Knowledge: Nobility, Gregor uses Streetwise instead.

Tuesday, September 18, 2018

Mount Week #2 - Velociraptor


Velociraptor

Brief: This bipedal dinosaur stands a little taller than a man on two powerful legs that are capable of both speed and jumping ability. Their scale colors range from shades of dark red or brown to shades of green. They often sport darker shades of their base color as stripes. They often have a touch or fleck of yellow in their slit pupil eyes. A raptor is a carnivore with a combination of teeth, claws, and especially large toe claws that can lunge and disembowel its prey. As mounts, both velociraptor and rider are heavily trained to work with one another. Raptors make excellent scout mounts due to their ability at distance running and in some environments their jumping ability.

Attributes: Agility d10, Smarts d8 (A), Spirit d8, Strength d12+2, Vigor d10
Skills: Athletics d8, Fighting d10, Intimidation d8, Notice d8+2, Stealth d8, Tracking d8
Traits: Pace: 10 / Parry: 7 / Toughness: 11 (2) / Size: 2
Specials: Alertness, Claws (+2 Athletics when used for Climbing), Leaper (+2 Strength when jumping. Adds +1d6 to Jump distance), Frenzy (Special)

Claws: Str + d4, S: When using claws a Raptor may act as if they have the Frenzy edge.

Bite: Str + d6

Pounce: A raptor likes to rush and bring down its prey as quickly as possible. It leaps 1d6" and gains +4 to Attack and Damage. A Raptor that Pounces has -2 Parry until its next turn.

Sample Character
Name: Lini Leskobar
Halfling / XP: 20 (Seasoned)

Attributes: Agility d8, Smarts d6, Spirit d8, Strength d6, Vigor d6
Skills: Athletics d8, Fighting d8, Gambling d6, Notice d6+2, Persuasion d6, Riding d8, Shooting d6, Survival d6
Traits: Pace: 6; Parry: 6; Toughness: 5 (1 - Leather Armor)
Edges & Hindrances: Alertness, Beast Bond, Luck, Quick / Code of Honor, Loyal, Obligation (Minor; Roadwarden Service)


-Lini 'Lin' Leskobar is a Halfling scout and member of the Roadwarden service that patrols the plains and badlands around Clifton Colony. The land may be semi-flat and dull looking, but trouble lurks in the form of bandits, dire animals, and the northern barrow dens from some previous age. Raptors are native to this region.

-Her mount is named 'Perrin'. They enjoy a close bond, which is of what it takes for one of the Raptor Riders to get the most out of their mount. Perrin enjoys treats and the opportunity at open running and in returns serves as a mount and protector for Lini. Perrin enjoys treats and food from Lini in the form of dried jerky in the field and fresh meat when he's stabled in a special paddock in Clifton.

-Lini enjoys gambling and is often found at the local tavern playing cards or dice for money or rumors of treasure. While she is willing to risk gambling a lot, she would be insulted if any party would wish to try and win Perrin from her.