|Our Assembled Team|
Brief: The Horned, like all Saurials, are known for their varying scale shades. Predominately green, though there have been reports of shades of brown, red, or more exotic colors like blue with yellow stripes. The Horned are known for the rigid structure of their heads with a bony fin that surround the face. At the tip of their protruding nose is a sharpened horn that they can use in an attack. The Horned are considered one of the strongest of the Saurials.
Strong: Begins play with d6 Strength
Horn: The Horned are known to use their sharpened horn and the spines along their head ridge in combat. This is a natural attack that deals Str+d6 damage.
Low Light Vision: The Horned, like all Saurials, have keen eyes that help them see in conditions less than ideal. They halve any penalties (rounded down) due to bad lighting.
Sluggish: The Horned are strong, but lack grace. At Character Creation it costs 2 points to raise Agility. Raises acquired by leveling up act as normal.
Novice 0 XP; Horned Warrior
Attributes: Agility d4, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills: Climbing d6, Fighting d8, Intimidation d6, Notice d6, Repair d6, Survival d6, Throwing d4
Traits: Pace: 6; Parry: 5; Toughness: 9 (2 - Chain Hauberk)
Edges & Hindrances: Brawny / Loyal, Overconfident, Quirky
Special Qualities: Low Light Vision; Natural Attack (Horn)
Armory: Longsword: Dmg: Str+d8; S: Versatile: adds +1 Damage when used in both hands but -1 Parry;
Gore: Dmg: Str+d6; S: Natural Attack
-Gorth is a melee fighter living in the community of Tumult that has been beset by many enemies on the frontier. Gnolls, giants, and Ghostwise Halflings, all of whom have tried to break the Saurial communities on the frontier, none have failed because of soldiers such as Gorth.
-He is training to wield a Greatsword. As of now, he is deadly with a longsword, swinging it two hands for a little extra damage.
-Will attempt to charge enemies and gore them. Charging and ending with a gore may add a circumstance bonus of +1 to the Damage due to the momentum of the blow.
Brief: Finbacks are slightly taller than their Horned brethren and thicker too. Their scales tend towards green or shades of brown, but have included other shades such as red, or black with volcanic redness in their fins. At the end of their long tail are several spikes they can use as a natural attack. Despite their size, Finbacks are known to at times have a gentle giant nature. A number of Finbacks take vows of miracles. Their religion ranges from deities of Nature to deities of Strength or Healing. Blackscale Finbacks are known to worship powers of Flame and are charged to take up vendettas whenever their community is wronged.
Tough: Begins play with d6 Vigor
Tail: Finbacks whip their tail to strike at targets. The tail deals Str + d6 points of damage and has Reach: 1
Low Light Vision: The Finback, like all Saurials, have keen eyes that help them see in conditions less than ideal. They halve any penalties (rounded down) due to bad lighting.
Sluggish: The Finback are tough, but lack grace. At Character Creation it costs 2 points to raise Agility. Raises acquired by leveling up act as normal.
Attributes: Agility d4, Smarts d6, Spirit d8, Strength d8, Vigor d6
Skills: Climbing d6, Faith d8, Fighting d6, Healing d6, Notice d6, Persuade d6, Swimming d4
Traits: Pace: 6; Parry: 4 (-1 - Maul); Toughness: 8 (2 - Chain Hauberk)
Edges & Hindrances: Arcane Background (Miracles), Brawny / Heroic, Loyal, Habit (Mi: Chews & Spits seeds)
Special Qualities: Low Light Vision; Natural Attack (Tail Whip)
Armory: Maul: Dmg: Str+d8; S: Parry: -1; AP: 2 vs. Rigid Armor; Tail Whip: Dmg: Str+d6; S: Reach: 1
Arcane (Power Points: 10): Healing (Symbol of Cauterize); Flame Tongue (Burst; Fire)
-Creed is a Blackscale Finback who lives in the Human community of Tumult as a lay member of the Church of Flame. He is both a healer and battle cleric for the community, preaching both the boons of fire (the ash helps things grow, it keeps us warm at nights) and the banes upon enemies (fire burns all flesh).
-His heroic hindrance means he will help almost anyone in need. Though he can be quite fearsome in battle, he will generally take prisoners except for the most depraved for sinister characters (who somehow were not burned to death in the fight). He will gladly run into a burning or collapsing building to save the innocent of any race.
Brief: Bladeridges scale colors include greens and browns as normal. They also have more exotic scales such as grey, white with black stripes, or shades of purple. Out of any of the Saurials, Bladeridges are the ones outsiders encounter the most. When they encounter Bladeridges, they find a group of Saurials that are strong, tough, and honorable. Their codes are drilled into them to the point that several Paladins of jungle and mountain regions descend from the ranks of the Bladeridge.
Strong: Begins play with d6 Strength
Claws: Bladeridges begin play with claws. These claws can be combined with abilities such as 'Frenzy' to make two claw attacks.
Low Light Vision: The Bladeridge, like all Saurials, have keen eyes that help them see in conditions less than ideal. They halve any penalties (rounded down) due to bad lighting.
Honorable Mien: Bladeridges have both an innate and cultural sense of a moral code that they follow. They will not mistreat prisoners whenever possible, they themselves will not readily ambush an enemy, and they will try to parlay when they can. If allies use duplicity they will accept it, but it is a grudging acceptance. They begin play with the Code of Honor hindrance.
Attributes: Agility d6, Smarts d8, Spirit d6, Strength d6, Vigor d6
Skills: Climbing d4+2, Fighting d6, Investigation d6, Knowledge (Arcana) d6, Notice d6, Persuasion d6, Spellcasting d8, Throwing d4
Traits: Pace: 6; Parry: 6 (+1 - Staff); Toughness: 5
Edges & Hindrances: Arcane Background (Magic), New Power / Code of Honor, Curious, Outsider, Quirk
Special Qualities: Low Light Vision, Natural Weapon (Claws), Honorable Mien
Armory: Claws: Dmg: Str+d6; S: Natural Attack; Staff: Dmg: Str+d4; S: Parry: +1; Reach: +1;
Dart (3/6/12): Dmg: Str+d4; S: -1 Parry/-1 Fighting if used in melee
Arcane (10 Power Points): Armor (Mage Armor), Bolt (Magic Missile), Detect/Conceal Arcana (Detect Magic, Obfuscate Magic), Light (Enchanted Crystal)
Magic Items: Potion of Healing, Scroll of Burst x2, Scroll of Succor x2
-Sleshinger (or Slesh for short) is a Mage living in the border town of Tumult. He is a general practitioner in the field of Metamagic (the magic the directly manipulates the flow of mana). Thus his powers typically deal in force energy, detecting and concealing arcana, and mage armor rather than any specific energy type.
-Slesh inherited his mother's staff. While it isn't directly magical yet, it is very nice looking and bejeweld. Perhaps with the right artificer it can become something overtime. For now, he uses the crystal at the top as the focus for his light spells.
Brief: Flyers scale colors include green and brown. They also include scale colors such as gold, pale blue, and foggy gray. They are the 'smallest', relatively speaking, of the Saurial. They stand at the height of a short Human or Dwarf rather than being truly small. A Flyer must take some care not to get their wings harmed. Generally when a Flyer takes a wound they have a difficulty lifting from the ground as sensations of pain course through their arms and wings.
Agile: Begins play with d6 Agility
Flight: Flyers live up to their namesake. They can fly at their normal pace with an ability to "run" - in this case meaning to fly faster.
Low Light Vision: Flyers, like all Saurials, have keen eyes that help them see in conditions less than ideal. They halve any penalties (rounded down) due to bad lighting.
Hollow Bones: Begins play with a -1 Toughness due to a weaker bone structure.
Peck: Has a Peck attack that deals Str + d6 damage.
Feeble: Flyers are agile, but there is a cost. At character creation, it costs 2 points to raise a Flyer's Strength score. Raises after character creation due to level up can level up strength as normal.
Attributes: Agility d8, Smarts d8, Spirit d6, Strength d4, Vigor d6
Skills: Climbing d4, Fighting d6, Notice d8+2, Shooting d4, Stealth d8, Swimming d4, Taunt d6, Throwing d6, Tracking d6
Traits: Pace: 6/6 (Flight); Parry: 5; Toughness: 5 (1 - Leather Jerkin; Torso)
Edges & Hindrances: Alertness / Curious, Big Mouth, Greedy (Mi)
Special Qualities: Flight, Natural Weapon (Peck), Low Light Vision
Armory: Dagger (x5): Str+d4; S: Thrown (3/6/12); Chakram (x2) (4/8/16): Str+d4; S: Range Weapon Only: -1 Parry / -1 Fighting in melee combat; Peck: Dmg: Str+d6; S: Natural Attack
-Charcie is a Flyer and puts her talents to good use by serving as a Scout for the city of Tumult. She is known to take flight and observe any attacks heading towards the city. She is lightly armored and must take care when going in for closer inspection to use her stealth to avoid direct engagements.
-When a fight breaks out she will take to the skies, flying in range to thrown chakrams or daggers at targets and then swooping up. The danger is very real, if she is caught by a bolt it can easily fell her.
-Even when she cannot attack she can still aid, she uses her squawks and taunts to shake up the enemy, leaving them exposed to the blades of others.