STR
—
—
CON—
—
SIZ—
—
DEX—
—
INT 2D6 7 POW 3D6 11 CHA 3D6 11Combat Actions 2 Typical Armour: None Spirit Damage 1D6
Magic Points 11 Traits: Echo of Life Movement 8m
Strike Rank +9 Skills: Resilience 50%, Spectral Combat 60%, Stealth 50%
Wraith
Dice Average STR—
—
CON—
—
SIZ—
—
DEX—
—
INT 2D6 7 POW 3D6 11 CHA 3D6 11Combat Actions 2 Typical Armour: None Spirit Damage 1D6
Magic Points 11 Traits: Life Sense, Emotional Vampire, Haunt, Manifest Movement 18m
Strike Rank +9 Skills: Spectral Combat 60%
Weapons
Type Size Reach Weapon Skill Damage AP/HP
141 even temples built in the deep waters but no swimmer could
ever dive deep enough to uncover their secrets.
All the melusines encountered by the Order are female. Perhaps their males dwell in these settlements, unable to come to the surface because they lack the power of illusion, or maybe the race has no males and rely on human seed to propagate.
Trail of the Melusine:
Melusines are known to ally themselves with witch- cults; some powerful witches could even be melusines themselves.
The melusines dare not enter the open ocean – what do they fear in the depths?
Not all melusines are murderous, or so they claim; what if a band of melusines surface in a great city and begs for shelter there?
Illusions: A melusine can change her appearance to seem
human. This is an illusion spell with a Magnitude equal to half the melusine’s POW.
Scaly Tails: The melusine may use her tails in combat. If she
attacks with both tails in a round, she may not move that round. Her tail attack can Bash Opponent, Disarm Opponent, Entangle, Grip Opponent or Trip Opponent.
Melusine
Dice Average 1D20 Hit Location AP/HP
STR 3D6 11 1–3 Right Leg 3/5 CON 3D6 11 4–6 Left Leg 3/5 SIZ 2D6+6 13 7–9 Abdomen 3/6 INT 2D6+6 13 10–12 Chest 3/7 POW 4D6 14 13–15 Right Arm 3/4 DEX 4D6 14 16–18 Left Arm 3/4 CHA 4D6 14 19–20 Head 3/5
Combat Actions 3 Typical Armour: Scaly Hide, 3 points Damage Modifier +0
Magic Points 14 Traits: Illusions, Scaly Tails Movement 8m, Swim
12m
Spells: Abjure (Air), Intuition, Phantom (Vision), Smother
Strike Rank +14 Skills: Athletics 60%, Brawn 40%, Influence 90%, Manipulation 40%,
Perception 50%, Persistence 60%, Resilience 60%, Sorcery 60%, Survival 70%, Swimming 120%
Weapons
Type Size Reach Weapon Skill Damage AP/HP
Dagger S S 50% 1D4+1 6/8 Melusine Tail M VL 70% 1D6 As per leg
Nightfolk
This race has a hundred names. In some lands, they are called kobolds, in others dvergar, in others they are called gnomes or domovoi or huldufolk. The tales agree that the nightfolk live in mighty kingdoms deep under the earth. The size of the nightfolk lands is astonishing – there are stories of kingdoms that stretch from the mountains of Norway to the Mediterranean and the King of the Nightfolk is said to command more knights than there are in all of Christendom.
The tales also say that the nightfolk are small but this is inaccurate – there are small nightfolk, tall nightfolk and nightfolk that could almost pass for human. The one thing they all have in common is their jet-black skin. All the nightfolk are utterly without any colour save deepest black. Their garb, their weapons, even their blood is completely devoid of any colour except pitch black. Even when they speak, their low whispering voices seem to weigh heavily on the ear.
There are different castes or families of nightfolk, although their exact nature is a mystery to the Order. What makes one nightfolk a trader and another, a scholar, is unknown but one scholar resembles another just as one trader resembles another. It is as though form follows function among the nightfolk. Three nightfolk castes are described here – a smith, a warrior and a sorcerer-priest.
The nightfolk are mostly pagan, although there are a few Christians among their ranks. They believe in a variety of horrific deities, who are placated with their rites instead of worshipped. They have little contact with us surface-dwellers, believing us to be uncivilised barbarians. They sometimes visit the surface to trade, or to steal children for their religious rites, or to pursue some other unfathomable plan. For the most part, they ignore humanity, which is merciful. If the nightfolk came pouring out of their hillside fortresses and boreholes, then the armies of Christendom would be overcome. The one defence against the nightfolk lies in the heavens – they cannot abide the sun. A nightfolk caught on the surface during the daytime is weakened; one forced to enter direct sunlight burns like dry tinder or turns to stone.
Trail of the Nightfolk:
The Nightfolk are the truth behind many legends of fairies and dwarves. Why do they steal human children?
The Order is contacted by a lord of the Nightfolk, requesting aid in dealing with a demon that has usurped his throne. Are the characters brave enough to venture into the deep places under the Earth?
The Divine Path calls for the eradication of all supernatural forces – how do you defeat a foe more numerous than humanity?
Nightfolk: All Nightfolk gain a +25% to Stealth tests at night.
On the surface during the day, they gain two levels of fatigue automatically. A nightfolk in direct sunlight takes 1 point of damage to any exposed location each round.
Enchant Weapon: This nightfolk crafter knows the secrets
of making magical weapons. He can temporarily enchant his blade, gaining +10% to hit and +2 to damage for a round at the cost of one Magic Point. He may also make permanent magic items at the cost of POW.