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Made in be
Preacher of the Emperor





A strange place

halonachos wrote:@Silly, Hunters can have two NPC's but remember that one is major and one is minor and only the major can participate actively in combat.


The mages don't have to particpate, just cast...

Oh and while rumaging trough Berserkers mage thingies...i have discovered

That by using three mages... you can get your party up to 9 chars during an event...

But yeah, itss up to Fitzz...
(And i'm not really gonna use it, seeing as how i planned my rp... I would have to constantly update my weapons....)



 
   
Made in us
Lord Commander in a Plush Chair





In your base, ignoring your logic.

sillyboy wrote:
halonachos wrote:@Silly, Hunters can have two NPC's but remember that one is major and one is minor and only the major can participate actively in combat.


The mages don't have to particpate, just cast...

Oh and while rumaging trough Berserkers mage thingies...i have discovered

That by using three mages... you can get your party up to 9 chars during an event...

But yeah, itss up to Fitzz...
(And i'm not really gonna use it, seeing as how i planned my rp... I would have to constantly update my weapons....)


By 'actively' participate he meant, 'be in combat' silly.

The minor NPC is just there for story mainly; ie Danny was my minor NPC in the first RP, he was never in combat but he provided plot advancement.
   
Made in be
Preacher of the Emperor





A strange place

halonachos wrote:
sillyboy wrote:
halonachos wrote:@Silly, Hunters can have two NPC's but remember that one is major and one is minor and only the major can participate actively in combat.


The mages don't have to particpate, just cast...

Oh and while rumaging trough Berserkers mage thingies...i have discovered

That by using three mages... you can get your party up to 9 chars during an event...

But yeah, itss up to Fitzz...
(And i'm not really gonna use it, seeing as how i planned my rp... I would have to constantly update my weapons....)


By 'actively' participate he meant, 'be in combat' silly.

The minor NPC is just there for story mainly; ie Danny was my minor NPC in the first RP, he was never in combat but he provided plot advancement.


Ah yes, i forgot... I never used my second npc slot.



 
   
Made in us
Tzeentch Aspiring Sorcerer Riding a Disc






The Claw

Probably going to be limited to NPCs, but here's the Kindred Wargear so far:


Kindred Wargear

Stygian Weapon (50 Points): Infused with the soul-chilling cold of Stygia, Stygian weapons are as black as night, their blades hissing and pouring off other-worldly steam when they are drawn. Stealing the very life from their victims, Stygian weapons turn their targets into brittle statues of black ice that shatters with the slightest tremor, even a whisper is enough to destroy the petrified victim. A Stygian weapon counts as a close-combat weapon. Any character that takes an unsaved Wound from a Stygian weapon must make a Toughness Test or suffer instant death.

Death Rattle Bottle (30 points): Some Kindred tend to sentimentality in their unlives, seeking to preserve their most cherished moments forever within containers so they might listen to the sweet screams of their prey again and again. Using their arcane abilities, the Kindred can trap the final anguished cries of their victims within ornate, fluted vials known as Death Rattle Bottles. A Kindred character equipped with a Death Rattle Bottle may opt to open it during their Shooting Phase in lieu of firing any ranged weapons they may have. The disturbing cacophony of shrieks and screams frays the sanity of those that hear them, and are paralyzed with fear and terror. To represent this, the Death Rattle Bottle is fired as a Template weapon that does not inflict Wounds but forces characters under the Template to make an immediate Leadership Test or have their BS, WS, and Initiative reduced to 1 until the beginning of their next turn. The Death Rattle Bottle may only be fired once during an event, although it is possible for a Kindred character to purchase multiple Death Rattle Bottles.

Black Bag (25 Points): The cruelest of the Kindred enjoy playing with their food during combat, only lightly wounding them with cruel blades, watching with delight as their prey realizes they cannot win against the hunter. Black Bags are favorite tools of such Vampires, and the sight of one of the Kindred toting a small manhide bag inspires terror in the hearts of the Cattle. Within a Black Bag are contained implements of torture, saw-toothed knives, gloves tipped with razor blades, and much worse clink together inside the bag. A Kindred character with a Black Bag is considered to have an additional close-combat weapon. In addition, when resolving assaults to determine a victor, a character with a Black Bag counts as having scored an additional Wound on whomever he is locked in close-combat with.

Shudder Gun (20 Points): Taking the form of a baroque firearm, the Shudder Gun is a feared weapon in the arsenal of the Damned. The gun is infused with the raging spirit of a lesser demon, which constantly writhes and squirms inside the ammunition. When the Shudder Gun's ammunition makes contact with living flesh, the demon within the bullet is freed, and bursts forth from the target and returns to its home plane. The Shudder Gun has the following profile:
Range: 24" Str: 4 AP: 4 Special: Assault 1, the Shudder Gun inflicts D3 Wounds instead of just 1, roll every time the gun is fired.

Kineblade (30 Points): To prevent the rise of unruly Humanii slaves, the Kindred developed the Kineblades, weapons developed solely for slaying the Cattle. A Kineblade counts as a Power Weapon against Humanii and is also considered to be Poisoned (2+). Against all other enemies, a Kineblade is a Power Weapon.

Razorsuit (15 Points): Some of the Kindred revel in the lethal dance of melee combat, disdaining the use of conventional firearms for a more intimate kill. Such Vampires are quite fond of donning Razorsuits, form-fitting body-gloves covered in full with sharp, slashing blades. A character attacking a Kindred equipped with a Razorsuit in close-combat automatically suffers a S3 AP- hit as he scrapes against the multitude of blades coating the Vampire.

Mael-Dannan Ravenous Angels Tomb Kings Protectorate of Menoth
halonachos wrote:Mordo is evil, the cute walrus wearing a monocle is just a disguise for the evils within the confines of the avatar box.
darksage wrote:And then the darkness approached the computer screen ready to unveil untold horrors on millions of unsuspecting innocents... Some knew him as the bringer of terror...some knew him as the spawn of all things evil...some knew him as the walrus, but then their lives would account for nothing, for they would be dead in seconds of the words leaving their lips.The walrus has posted, prepare for the death of worlds.
 
   
Made in be
Preacher of the Emperor





A strange place

Mordoskul wrote:Razorsuit (15 Points): Some of the Kindred revel in the lethal dance of melee combat, disdaining the use of conventional firearms for a more intimate kill. Such Vampires are quite fond of donning Razorsuits, form-fitting body-gloves covered in full with sharp, slashing blades. A character attacking a Kindred equipped with a Razorsuit in close-combat automatically suffers a S3 AP- hit as he scrapes against the multitude of blades coating the Vampire.


Must....Use this..



 
   
Made in us
Lord Commander in a Plush Chair





In your base, ignoring your logic.

sillyboy wrote:
Mordoskul wrote:Razorsuit (15 Points): Some of the Kindred revel in the lethal dance of melee combat, disdaining the use of conventional firearms for a more intimate kill. Such Vampires are quite fond of donning Razorsuits, form-fitting body-gloves covered in full with sharp, slashing blades. A character attacking a Kindred equipped with a Razorsuit in close-combat automatically suffers a S3 AP- hit as he scrapes against the multitude of blades coating the Vampire.


Must....Use this..


A little girl, vampire, in a suit made out of razors... if that isn't in a Japanese cartoon somewhere I don't know what is.

Reminds me though, I should make a list of stats for the weapons the hunters get at some point and time...

This message was edited 1 time. Last update was at 2011/09/26 21:33:51


 
   
Made in be
Preacher of the Emperor





A strange place

halonachos wrote:
sillyboy wrote:
Mordoskul wrote:Razorsuit (15 Points): Some of the Kindred revel in the lethal dance of melee combat, disdaining the use of conventional firearms for a more intimate kill. Such Vampires are quite fond of donning Razorsuits, form-fitting body-gloves covered in full with sharp, slashing blades. A character attacking a Kindred equipped with a Razorsuit in close-combat automatically suffers a S3 AP- hit as he scrapes against the multitude of blades coating the Vampire.


Must....Use this..


A little girl, vampire, in a suit made out of razors... if that isn't in a Japanese cartoon somewhere I don't know what is.

Reminds me though, I should make a list of stats for the weapons the hunters get at some point and time...


Who said it would be for the little girl...



 
   
Made in us
Lord Commander in a Plush Chair





In your base, ignoring your logic.

sillyboy wrote:
halonachos wrote:
sillyboy wrote:
Mordoskul wrote:Razorsuit (15 Points): Some of the Kindred revel in the lethal dance of melee combat, disdaining the use of conventional firearms for a more intimate kill. Such Vampires are quite fond of donning Razorsuits, form-fitting body-gloves covered in full with sharp, slashing blades. A character attacking a Kindred equipped with a Razorsuit in close-combat automatically suffers a S3 AP- hit as he scrapes against the multitude of blades coating the Vampire.


Must....Use this..


A little girl, vampire, in a suit made out of razors... if that isn't in a Japanese cartoon somewhere I don't know what is.

Reminds me though, I should make a list of stats for the weapons the hunters get at some point and time...


Who said it would be for the little girl...


Because Crooked Vegas isn't part of the kindred, is she?

Also, dropping clips and ammo system for weapons. Adding special effects for weapons, need Fitzz here so we can work on relative strengths vs toughnesses. For example a dervish can only wound in close combat on a 6+ according to 40k rules, need to know how he does everything in terms of shooting.
   
Made in us
Stubborn Eternal Guard





Mage Rules 2: Electric Boogalooo

Berserksteve wrote:

In order for a mage to cast a spell he choose that spell he wants to cast will roll 1d6 and add his MB and need to roll equal too or higher than the spells DR.

Example: Jimmy the mage wants to cast Astral Projection (DR 7). Jimmy here is a Adept so he gets a +4. He rolls and gets a 4 (4+4=8) Meaning our friend Jimmy here successfully casted a spell!!!

Mage Skeleton.
Player;
Character;
Class;
Faction;
Schools:
Physical Description;
Equipment;
Backstory;
Other info:
Virtue-
Vice-

MB=Magic Bonus

Mage Classes

Battle Mage
WS-5/BS-6/S-4/T-4/W-3/I-6/A-4/SV-3+/MB + 2
Adept
WS-4/BS-5/S-4/T-4/W-3/I-5/A-3/Sv-3+/MB + 4
Arch Mage
WS-4/BS-4/S-4/T-4/W-2/I-5/A-2/Sv-3+/ MB + 6

Mage Faction

Blind Guardian
This group prides itself in the order of magic. They believe magic comes from the balance of the universe. They take magic very seriously believe everything must be thought through meaning they take time with what they do. While they are not prudes, they do frown on magic being used recklessly. They will take a long time refining their abilities and making sure things work, for them better safe than sorry. There training is based around long studying and training. Shaping there skills to the best they can.

A Blind Guardian can skip a turn to add + 3 to a spell roll the next turn.

Bonus Spell

Arcane Balance: The mage can make one of his allies attacks not miss for the next 2 turns.
DR 7

Gray Matter
This group is a strange type of mage. They channel magic through chaos and the will of the mind. The Gray Matter also have a very open view of the world to the point where their not just agnostic about god but agnostic about everything, to the point where some believe reality is just a state created by human minds and that it is possible to pierce that reality. While they do pride themselves in their bizarre views they are not stupid or random, most are very calm and distanced, mostly because their training is based around meditation and self actualization oppose to strict studying and training. While that is the safe way of training, more inpatient and young mages will use hallucinogenic drugs to brake through the vale of reality.

Gray Matter mages can add + 3 to their magic rolls but failing the spell will make them loose touch with the world around them and can't do any actions for the next turn.

Bonus Spell

Distortion: The mages forces their view of reality onto another making them miss a turn
DR 7 but the target gets 5+ save

The Prodigy

The prodigy will harness the power of spirits and daemons bring about their powers. The Prodigy feel magic is a very personal road, it also relies on the connection with other people and other beings. The prodigy will bind themselves with powerful spirits. From Babylonian Demons, Christian Angles to Forest sprites. What ever the bind themselves with they then must live in balance with that being and they can take a huge toll on a person body.

A Prodigy may spend a wound to feed there spirit and get a plus +3 to magic rolls.

Bonus Spell

Spirit Guardian: The mage brings his spirit to protect them self. The mage gets a 2+ armor save for 2 rounds
DR 7

Mage schools

Mages pick 1

Umbra -

Dark Surge- The mage channels all the raw emotion into themselves or an ally. The mage can use this to bump a person’s BS and WS +2 for 1 round.
DR 5
Draw Ectoplasm – The mage draws the ectoplasm from corpses in the area and on a person of his/her choice and can give them +2 SV for a number of round equal to the number of corpses in the area, they must be human corpses but can also be non-mortal.
DR 7
Death Specter – The mage bring a powerful dead spirit into the world. The Specter his created by drawing ectoplasm into the psychical world so I can be harmed by psychical attacks. It will remain in our world for 3 rounds but the mage can try to maintain it for another 3.
WS-6/BS-/S-5/T-4/W-2/I-7/A-2/Sv-4+
DR 9
Army of Darkness – The mage brings all the death energy into one area will the area with dread, ectoplasm will start to drip from the walls and ooze from corpses, while this is going all the spirits in the area are being driven made. This power makes the connection to this world more fragile dropping the enemies to 4+ for 3 rounds
DR 11
Dark Guardian-The mage creates a powerful beast to fight for them but the mage cannot act while it is active and if the mage is attacked the guardian falls apart.
Dark Gaurdain
WS-7/BS-/S-7/T-7/W-2/I-4/A-2/Sv-2+
DR 12

Deus
Power of Life – The mage lets a person live one wound after zero, only one person can have this during fight and that person will end up dying after the fight if not immediately treated and even then the wounds can be too sever to help.
DR 5
Astral Projection – The mages send his/her from spirit their body and have it guard another person giving them a 2+ SV. The mage is inactive in this state and can hold this for 4 rounds.
DR 7
Give life- The mage can heal 2 wound any person an event. They can also distribute the wounds how the like so they can heal the wounds individually.
DR 9
God’s Hand- The mage waves the future in miner way. The mage can make any target reroll their next failed roll and pick the better result or they can make an enemy reroll their next successful roll and accept the lower result.
DR 5
Weaver of Fate- The mage now controls the strands of fate, able to change the immediate past to serve his whims. If successfully cast, the mage can choose to force the opposing side to skip their next turn OR count their (the foe) last turn as having never happened, and as such, all lost Wounds and whatnot are restored.
DR 12

Arcane
Channel Energy- The mages shoots a bolt of charged energy.
S-6 AP-4
DR 5
Redirect- The mage can cast a hidden ward over him/her self. The next attack the mage takes will be directed back at the enemy with the same force
DR 7
Third Eye- The mage sees past the normal veil of the world and sees things more clearly. The mages attack all get a plus 2 to rolls for the next three round.
DR 5
Emotion Surge- The mage plays with the balance of one’s mind to manipulates there emotional balance. The target can be filled with zeal and fight one giving them +2 strength and toughness or fill an enemy with stupid rage -2 to WS and BS
DR 7
Power Master – The Mage channels a powerful attack that harms all enemies in the area.
S-7 AP-2
DR12




I think there should also be a rule if the mage rolls a 1 something bad could happen.
   
Made in us
Phanobi




oh,you know. in a basement...cooking ponies into cupcakes....

Berserksteve wrote:I think there should also be a rule if the mage rolls a 1 something bad could happen.


it back fire and hits himself

Deathshead420 wrote:As your leader, I encourage you, from time to time and always in a respectful manner, to question my logic. If you're unconvinced a particular plan of action I've decided is the wisest, tell me so! But allow me to convince you. And I promise you, right here and now, no subject will ever be taboo … except, of course, the subject that was just under discussion. The price you pay for bringing up either my Chinese or American heritage as a negative is – I collect your f g head. [Holds up Tanaka's head] Just like this f r here. Now, if any of you sons of bitches got anything else to say, now's the f g time! [Pause] I didn't think so.
 
   
Made in us
Stubborn Eternal Guard





lord commissar klimino wrote:
Berserksteve wrote:I think there should also be a rule if the mage rolls a 1 something bad could happen.


it back fire and hits himself


Possible, but I not all the spells hurt people, maybe some crazy effect like the realm of magic is going out of control like they miss a turn, can't use magic for the next round maybe it summons some arcane horror.
   
Made in us
Phanobi




oh,you know. in a basement...cooking ponies into cupcakes....

Berserksteve wrote:
lord commissar klimino wrote:
Berserksteve wrote:I think there should also be a rule if the mage rolls a 1 something bad could happen.


it back fire and hits himself


Possible, but I not all the spells hurt people, maybe some crazy effect like the realm of magic is going out of control like they miss a turn, can't use magic for the next round maybe it summons some arcane horror.


how bout all of these,but randomly chosen.

on a failed roll,roll for punishment:

1: arcane horror is summoned, you are knocked out.
2-3: knocked out.
4: cant use magic next turn.
5-6: spell backfires/ doesn't work.

Deathshead420 wrote:As your leader, I encourage you, from time to time and always in a respectful manner, to question my logic. If you're unconvinced a particular plan of action I've decided is the wisest, tell me so! But allow me to convince you. And I promise you, right here and now, no subject will ever be taboo … except, of course, the subject that was just under discussion. The price you pay for bringing up either my Chinese or American heritage as a negative is – I collect your f g head. [Holds up Tanaka's head] Just like this f r here. Now, if any of you sons of bitches got anything else to say, now's the f g time! [Pause] I didn't think so.
 
   
Made in us
Lord Commander in a Plush Chair





In your base, ignoring your logic.

Edited List, look it over for any exploits please. Note its 100pts for a player, including their Major NPC. It can be split in any amount, but you can't spend 100pts on the PC and then spend another 100pts on the Major NPC, you can only spend 100pts total.

Revisions include: 4 new weapons.
Increased Prices for some attachments.
Differentiation between Blessed/Silver/Holy weapons.



All:
Grenades(10pts): Gives the hunter access to grenades. Can only be used once per combat.
Incendiary Grenades(15pts): Acts like a normal grenade, but causes 1 additional savable wound on a 5+ per turn for two additional turns. Can only be used once per combat.
UV Grenades(15pts): Gives the hunter access to anti-vampire UV Grenades. 1 use per combat event.
Silver Grenades(15pts): Gives the hunter access to anti-werewolf grenades. 1 use per combat event.
Motion Sensor(20pts): Allows the hunter to detect hidden wolves and vampires.
Combat Knife(free): Hunters carry a combat knife, not much but better than bare fists.
Silver Knife(15pts): Gives the hunter a silver weapon that adds an extra wound for each successful wound against werewolves.
Light Knife(15pts): Allows the hunter to carry a blessed knife that adds an extra wound for each successful wound against vampires.
Sidearm(5pts): Gives the hunter a pistol to use in close combat. (8 shots)
Wooden Ammo(5pts): Gives the hunter wooden ammo capabilities. (additional cost for additional clips)
Silver Ammo(5pts): Gives the hunter silver ammo capabilities. (additional cost for additional clips)
Night Vision Goggles(5pts): The hunter can see in the dark.
Flash-bangs(10pts): The hunter can potentially interrupt enemy magic and attacks. On a 5+ the flashbang interrupts one magic or physical attack. Can only be used once per turn.
Stims(5pts): The hunter injects him/herself with combat stims that allow them to ignore pain.(+1 toughness, but loses one wound at the end of the combat phase. If this is the last wound, the character has overdosed and will die unless taken immediately to a hospital, you get what you pay for).
--------------------------------------------------------
Stalker:
Sniper Rifle(free): Basic stalker weapon, engages outside of magic range but suffers in close combat.
High Powered Scope(10pts): Adds +1 to BS.
Semi-Auto Rifle(25pts): Allows a faster fire rate, but messes with accuracy.(+1 long range attack, -1BS)
Thermal Optics(20pts): Special scope to detect heat coming from living creatures such as humans and werewolves, allowing them to hit vital spots easier.(+1 wound against werewolves and humans in shooting attacks, wound can be saved as normal).
Machine Pistol(15pts): Gives the Stalker an automatic pistol which has a faster fir rate over the normal pistol.(-1 BS)
Silver laced Barrel(15pts): The Stalker's rifle is laced with silver that allows the bullet to carry trace amounts of the metal into a target. The weapon counts as rending against werewolves.
UV Rounds(15pts): The bullets carry a small battery that flashes a small UV light upon impact. The weapon counts as rending against werewolves.
-------------------------------------------------------
Soldier:
Bolt Action Rifle(free): Basic Weapon
Shotgun(free): Basic weapon.
Machine Gun(free) Basic weapon.
Soldiers choose one of the above weapons.
Detonator(5pts): The detonator allows the soldier to wire grenades to remote detonation.
Sword(10pts): Counts as a close combat weapon.
Holy Sword(35pts): Counts as a power fist against werewolves or vampires.(Must choose at beginning)
Silver Sword(25pts): Sword counts as a power fist against werewolves.
Light Sword(25pts): Sword counts as a power fist against vampires.
Flak Jacket(20pts): Allows the hunter to reroll failed saves against ranged attacks.
The Big Gun(30pts): Nothing says hello like an RPG, gives the hunter a limited shot RPG that does splash damage. The RPG shot is a 1 shot weapon and can potentially endanger fellow hunters.
God's Eye(100pts): It was originally being developed by the military as a crowd control device designed to give mobs instantaneous sun burns, the Network managed to get a hold of the design and began work on weaponizing it. The end result was the God's Eye Ultraviolet Ray Laser System. The Network managed to create a few weapon systems and field tested them in various areas of the world, the results proved satisfactory and soon the high-pitched whine of the God's Eye recharging soon became a death tone to vampires who heard it. The shoulder mounted weapon requires a five second charge time in order to reach full charge and many a vampire filled with bravado has been turned to cinders by underestimating either the recharge time or the discharge of a not even fully charged shot. The videos used to report the results to the Network show hunters standing with the weapon on their shoulder, a dark hue surrounding the weapon as it seemed to suck the light out of the surroundings even in the dark, the sound of the weapon coming through as static before a bright lance of light pierced through one or multiple vampires, turning them to ash. Should the target of the God's Eye take a wound, they must make an initiative test in order to avoid the weapon. The God's Eye system is also heavy and a Soldier equipping the God's Eye cannot carry any other weapons, including basic Combat Knives. The God's Eye also has two fire rates, fully charged and discharged shot. The Fully Charged shot can only be fired every other turn in combat, and uses the initiative test rule. The Discharged Shot cannot instant kill, but counts as a UV grenade. Against werewolves it counts as a shotgun.
Infused Flamethrower(100pts): The Infused Flamethrower uses the velocity of a normal flamethrower to carry microscopic particles of silver towards their target, the result is a weapon capable of burning any target while adding the extra benefit of coating a werewolf with silver. The weapon's concept is simple; a flamethrower is capable of causing third degree burns that expose bone and deep tissue, the addition of silver particles allowed the hunter to cover the wound with silver that prevents the wound from sealing. The Infused Flamethrower is a heavy system with a total of three tanks mounted to the back of the hunter, a hunter using the weapon cannot use any other weapon including basic Combat Knives. If the Infused Flamethrower manages to wound a werewolf target, the target must make an Initiative test to see if they dodge the full effect of the weapon or suffer an instant death. Counts as a normal flamethrower against non-werewolf targets.

-------------------------------------------------------
Tank:
Shotgun(free): Basic Weapon.
Maul(free): Basic melee weapon.
Light Maul(20pts): The Blessed Maul deals an extra wound for each successful wound against vampires.
Silver Maul(20pts): The Silver Maul deals an extra wound for each successful wound against werewolves.
Sledgehammer(10pts): Larger melee weapon that is slow to use, but hits harder.(-1 Initiative, +1 Strength)
Light Hammer(25 pts): Blessed Sledgehammer that counts as a power fist against vampires.
Silver Hammer(25pts): Silver Sledgehammer that counts as a power fist against werewolves.
Stab Vest(20pts): Allows the hunter to reroll failed saves against melee attacks.
Steel Toe Boots(10pts): Gives the Tank a hardened steel toe for his boots that he can use for kicking or stomping.(-1 Initiative, +1 attack)
Reinforced Helmet(10pts): The Tank wears a reinforced helmet that reduces his visability but allows him to protect his head better.(Ignores a wound on a 6+)
Artificial Limbs(10pts): The Tank can lose a limb without actually losing any blood. If an attack would cause the Tank to lose a limb it removes the artificial limb on a 6+ instead of an actual limb.
--------------------------------------------------------
Medic:
Pistol(free): Basic Weapon.
Goggles(10pts): Allows the medic to reroll failed special saves against preventing turning of wounded hunters.
Blessed Scalpel(15pts): Power weapon to be used against either vampires or werewolves, but due to its small size is a risky weapon.(-1 WS).
Pressurized Syringe Gun(25pts): Fires syringes using pressurized CO2, the syringes contain a healing factor that would prevent a human from turning into a werewolf and while it cannot cure a turned wolf, it can sure burn like hell. The solution is also based off of a form of werewolf blood, which when injected into a vampire causes incredible discomfort.(Counts as a pistol with silver and wooden ammunition, because of the type of ammo it uses it can only fire 15 times per combat event).
Self-Medication Device(15pts): Gives the medic a chance to apply his/her own skills to himself.
Holy Ward(10pts): Medics carry out a healing role and use holy wards to protect themselves while working on the injured.(Medic skills cannot be interrupted by an attack)
----------------------------------------------------------
Dervish:
Dual Knives(free): Basic weapon.
Weighted Belt(15pts): Gives the Dervish more balance while performing spinning attacks. 'To hit' rolls of 1 in close combat can be rerolled.
Silver Dual Knives(20pts): Gives the Dervish dual knives that count as silver knives(1 extra wound for each successful wound against werewolves).
Light Dual Knives(20pts): Gives the Dervish a knife that does an extra wound for each successful wound against vampires.
Half and Half(20pts): Allows the hunter to carry blessed weapons for both vampires and werewolves. Must purchase Blessed or Silver Dual Knives first.
Balanced Hilts(10pts): The knives are fine tuned for the user. +1 WS
Throwing knives(10pts): Gives the dervish a long ranged attack, limit of 5 long range attacks per combat phase.
Holy throwing knives(15pts): Makes the Throwing Knives counts as silver or wooden bullets(must note if they are against werewolves or vampires).
Light Armor(10pts): The Dervish wears lighter armor and is able to fight better in close combat(Sv-4+, +1WS).
Spiked Boots(15pts): Adds a bonus attack with the following stats: S-5/AP--
-----------------------------------------------------------
Witchhunter:
Machine Gun(free): Basic weapon.
Shotgun(free): Basic weapon.
Sword(free): Basic weapon.
Light sword(20pts): Adds one extra wound for every successful wound against vampires.
Silver Sword(20pts): Adds one extra wound for every successful wound against werewolves.
Holy Arms(35pts per weapon): Sword counts as a power fist against werewolves or vampires.(must choose at beginning)
Flak Armor(20pts): Same as Soldier Flak Armor
Stab Vest(20pts): Same as Tank Stab Vest
All-Over Armor(30pts): Acts as a stab vest and flak armor at the effect of slowing the hunter down.(-1 Initiative, -1WS).
Stake Launcher(50pts): The stake launcher fires a stake using pressurized air, its as silent as it is deadly. However, in order to be used to its fullest effect the user must hit the heart of the target. Counts as rending.
Crossbow(50pts): The crossbow features silver tipped arrows that allow the witch hunter to stealthily take down a werewolf. Counts as rending.

This message was edited 3 times. Last update was at 2011/09/27 14:50:37


 
   
Made in us
Dive-Bombin' Fighta-Bomba Pilot






Both the God's eye cannon (nifty weapon idea by the way ) and the flamethrower scare me...

For some reason When I imagine the UV cannon though it reminds me of the Spartan laser...pew pew...
   
Made in us
Lord Commander in a Plush Chair





In your base, ignoring your logic.

WARORK93 wrote:Both the God's eye cannon (nifty weapon idea by the way ) and the flamethrower scare me...

For some reason When I imagine the UV cannon though it reminds me of the Spartan laser...pew pew...


While I was in my biochemistry class I was thinking about how I could make a silver flamethrower work thanks to Fittz's wonderful idea and Mordo's ideas made me think about inserting stuff into werewolves that would make them unable to heal. Then I was thinking about how awesome a laser would be and a shoulder mounted laser weapon came to mind, but its mostly based off of the "Cow Mangler 5000" in Team Fortress 2.




See how they float away when they're killed, yeah that's what I'm thinking of happening. Except less cartoony of course.

Now I need to look at some possible Werewolf "wargear", not necessarily all gear like guns or weapons but maybe enhanced claws and things like that.

This message was edited 1 time. Last update was at 2011/09/27 02:23:09


 
   
Made in be
Preacher of the Emperor





A strange place

@Nachos

Looks better, but one thing:

Grenade is 10 points and incendiary grenades cost the same...

Incendiary grenades does the same like a grenade, but can cause additional wounds...

Why would anyone choose for the normal grenade, if the other one is better in any possible way.
Maybe up it to 15 points?

Edit;

And the Special rules of the witchhunter, already give them a blessed sword for free (wound on 2+)

"Blessed Weapon": The Witch Hunter carries some form of "Holy Weapon" (Katana) which has been concecrated against practitioners of " The Black Arts",these blessed weapons always wound on a roll of 2+

This message was edited 1 time. Last update was at 2011/09/27 08:53:12




 
   
Made in gb
Fireknife Shas'el




Banging my head against the wall cos I made a typo while hacking the Matrix

So when will BM3 start Fitzz?

Sorry, a little impatient...

... still got my RP to GM for though, so, for now, toodle pip...

Great RP Lord of Dakka

Don't mess with the Kaiser!

"It's not what you do, it is how big the explosion is, and the people you kill allong the way that makes it all worthwhile," The Kaiser

sillyboy wrote:Are you my twin brother, Kais? O_o
 
   
Made in be
Preacher of the Emperor





A strange place

Shas'ui T'au Kais wrote:So when will BM3 start Fitzz?

Sorry, a little impatient...

... still got my RP to GM for though, so, for now, toodle pip...


FITZZ wrote: Anyway...on the subject of the actual RP...I am hoping for a first week in October Launch...so...everyone who's working on various ideas/concepts/gak they'd like to see...whatever...please..please finish up so I can give everything a look over and decided what works and what won't...


This message was edited 1 time. Last update was at 2011/09/27 13:37:15




 
   
Made in us
Lord Commander in a Plush Chair





In your base, ignoring your logic.

sillyboy wrote:@Nachos

Looks better, but one thing:

Grenade is 10 points and incendiary grenades cost the same...

Incendiary grenades does the same like a grenade, but can cause additional wounds...

Why would anyone choose for the normal grenade, if the other one is better in any possible way.
Maybe up it to 15 points?

Edit;

And the Special rules of the witchhunter, already give them a blessed sword for free (wound on 2+)

"Blessed Weapon": The Witch Hunter carries some form of "Holy Weapon" (Katana) which has been concecrated against practitioners of " The Black Arts",these blessed weapons always wound on a roll of 2+


Good Catch with the grenades and their points. Your blessed weapon is good against people who use black magic, but seeing as though you already had the name I'll change mine. The "blessed" weapons will be swords or knives that have small UV generating lights embedded into them and to evade copyright they'll be called "Light Swords" instead of "Light Sabers".

This message was edited 1 time. Last update was at 2011/09/27 14:58:28


 
   
Made in gb
Fireknife Shas'el




Banging my head against the wall cos I made a typo while hacking the Matrix

sillyboy wrote:
Shas'ui T'au Kais wrote:So when will BM3 start Fitzz?

Sorry, a little impatient...

... still got my RP to GM for though, so, for now, toodle pip...


FITZZ wrote: Anyway...on the subject of the actual RP...I am hoping for a first week in October Launch...so...everyone who's working on various ideas/concepts/gak they'd like to see...whatever...please..please finish up so I can give everything a look over and decided what works and what won't...




Ahhh...

... I wonder when I should post up my char sheet...

... and silly, start hanging out in my AVP RP!

Great RP Lord of Dakka

Don't mess with the Kaiser!

"It's not what you do, it is how big the explosion is, and the people you kill allong the way that makes it all worthwhile," The Kaiser

sillyboy wrote:Are you my twin brother, Kais? O_o
 
   
Made in us
Humming Great Unclean One of Nurgle





Georgia,just outside Atlanta

Ok trying to get everything together in one post so I can then edit and combiine...


Here's the race list as it currently stands-

KINDRED

Strigoi (pronounced: Strig-oy)
WS-7/BS-3/S-6/T-5/W-3/I-6/A-3/SV-3+
SIRE: Unknown, possibly Lillith
COMMON NAMES: Shadows, Kinslayers, Night Terrors
DESCRIPTION: The Strigoi are a race of Vampires nearly as old of Cain himself, having hunted the primitive Humanii for thousands of years. All Strigoi are thin and cadaverous, their skin papery and ethereal, and in some cases, appearing as walking skeletons. They often have long, pointed ears arching out from their hairless skulls. What truly set Strigoi apart from the rest of the Vampyre race is their ability to drain the life force from other Kindred, draining them dry as a typical Vampire would drain one of the Cattle. This trait makes the Strigoi mistrusted by their kin, and there has even been a call for their extermination.
TRAITS: Strigoi PCs have all the traits granted to Vampire characters, with the following exceptions:
Strigoi may gain sustenance from feeding off other Vampire characters, this has the same effect as feeding off of a human or werewolf.
Strigoi may have one major NPC and one minor NPC and may have one base of operations

Opriknikki (pronounced: O-prick-nicky)
WS-6/BS-2/S-8/T-7/W-3/I-5/A-4/SV-3+
SIRE: Ivan the Terrible
COMMON NAMES: Black Riders, Ivans, Ferals
DESCRIPTION: The Opriknikki are terrible to behold, massive humanoids built like tanks, with an oversized mouth stuffed with shark teeth. On average, an Opriknikki stands eight feet tall, and is often clad in black or red robes. Males always sport massive black beards that fall down to their waists. The Opriknikki were once the enforcers of Ivan the Terrible, terrorizing medieval peasants for sick games of sport, dragging them through the streets behind their black steeds. When Ivan was Embraced, he bade his warriors to join him in Undeath. The Opriknikki leapt at the chance to practice their cruel way for eternity, and allowed Ivan to Embrace them in turn. The Opriknikki are notorious for ripping apart their foes with their bare hands, and tearing at them with their teeth. Opriknikki do not feed as other Kindred do, rather, they devour the remains of their prey whole, often leading Hunters to mistake Opriknikki attacks as werewolf attacks.
TRAITS: Opriknikki PCs have all of the traits granted to Vampire characters, with the following exceptions:
Opriknikki may NOT have any NPC followers, but may have base of operations
Opriknikki also suffer from the Frenzy trait, as described in the Werewolf entry

Noble House of Brutii (pronounced: Brute-tea-eye)
WS-6/BS-5/S-6/W-3/I-7/A-3/SV-3+
SIRE: Brutus
COMMON NAMES: Romans, Princes, Betrayers, Et tus
DESCRIPTION: The spawn of Brutus are among the most proud and arrogant of the Kindred, claiming a direct bloodline to Cain, the First. The Brutii (singular and plural forms are the same) surround themselves with the trappings of wealth and nobility, scheming and plotting within great towers and complexes staffed by innumerable thralls and lesser Kindred. Hunters are often wary when on the trail of a Brutii, for these proud Vampires are often two or three steps ahead of them before the hunt even begins. The Brutii avoid direct conflict if they can, preferring to use thralls or Childer to do their dirty work for them. This is not because they are cowardly, but simply because they see physical combat and work as beneath them.
TRAITS: Brutii PCs have all of the traits granted to Vampire characters, with the following exceptions:
Brutii may have up to two mayor NPCs and two minor NPCs and may have two bases of operation

Noble House of Julii (pronounced: Jew-lee-eye)
WS-7/BS-4/S-7/W-3/I-7/A-3/SV-3+
SIRE: Julius Narciso
COMMON NAMES: Highbloods, Crowd Pleasers, Darkblades
DESCRIPTION: The Noble House of Julii is one of the noble houses of Rome that pledged themselves to Cain whilst he walked the earth. For years, the Julii served Cain with complete and utter loyalty, serving as Cain's ordo militant, hunting down his enemies throughout the Old World. When Rome fell, the Julii were forced out into the wilds, fending for themselves among the untamed woods of Europa. Now having reorganized to a degree, the Julii once again serve as enforcers of the will of Cain.
TRAITS: Brutii PCs have all of the traits granted to Vampire characters, with the following exceptions:
Julii characters begin the game with a silvered melee weapon of some sort, often a sword or a spear.

Dhampyre (pronounced: Dahm-pire)
WS-6/BS-3/S-6/T-5/W-3/I-6/A-3/SV-3+
SIRE: Varies
COMMON NAMES: Half-breeds, Thinbloods, Daywalkers
DESCRIPTION: Dhampyres are a tainted combination of Humanii and Vampire blood, creating a creature more akin to one of the Cattle than one of the Kindred. When a Humanii ingests a large amount of Vampire blood, they run the risk of becoming a Dhampyre, a half-breed Vampire that can walk about in the sunlight, going where the other Kindred cannot. Dhampyres are more often then not deliberately created to serve as spies and messengers for their masters, being fed the blood of their Kindred master daily, enslaving them to it's coppery tang, and making the Dhampyre utterly dependent upon it's sire. Dhampyres sport fangs, but they are much less pronounced then those of their Kindred brethren, appearing only slightly pointed.
TRAITS: Dhampyre PCs have all of the traits granted to Vampire characters, with the following exceptions:
Dhampyres are not killed by sunlight
Dhampyres may have up to two major NPCs and one base of operations
Dhampyres do not NEED to feed off of Humanii blood to survive, however, Dhampyres instead require blood from a Vampire each day or begin to starve, as per the Vampire entry.

Noble House of Julii (pronounced: Jew-lee-eye)
WS-7/BS-4/S-7/W-3/I-7/A-3/SV-3+
SIRE: Julius Narciso
COMMON NAMES: Highbloods, Crowd Pleasers, Darkblades
DESCRIPTION: The Noble House of Julii is one of the noble houses of Rome that pledged themselves to Cain whilst he walked the earth. For years, the Julii served Cain with complete and utter loyalty, serving as Cain's ordo militant, hunting down his enemies throughout the Old World. When Rome fell, the Julii were forced out into the wilds, fending for themselves among the untamed woods of Europa. Now having reorganized to a degree, the Julii once again serve as enforcers of the will of Cain.
TRAITS: Julii PCs have all of the traits granted to Vampire characters, with the following exceptions:
Julii characters begin the game with a silvered melee weapon of some sort, often a sword or a spear.

Totenmaske (pronounced: Toe-ten-mask-eh)
WS-7/BS-5/S-6/W-3/I-9/A-3/SV-3+
SIRE: None
COMMON NAMES: Skin Takers, Fleshdrinkers, the Twisted
DESCRIPTION: The horribly disturbing Kindred known as the Totenmasken are former Vampires transformed into hideous creatures by drinking great quantities of Ancient Vitae tainted with Black Magick. A Totenmaske stands on average six feet tall, with pale, gangly limbs that touch the floor. They are whip-thin, with rubbery flesh that is nearly transparent in its paleness. The Totenmasken have no faces, only the vague impressions of eye sockets. They do not feed on blood as the other Kindred do, but on the flesh and terror of their victims. The fingers of a Totenmaske are hollow, little more than sharp tubes that the creatures use to sink into the bodies of their prey. With horrible suction, the Totenmaske literally drinks the creature's meat, sucking it into itself. More horrifically, the Totenmaske can assume the form of those it has 'drunk' from, sounding and appearing as their prey did in life. Most of the Kindred won't have anything to do with the Totenmasken, and some Vampire factions have attempted to exterminate them along with the Strigoi.
TRAITS: Totenmasken PCs have all of the traits granted to Vampire characters, with the following exceptions:
Totenmasken do not require Vitae to survive, but must instead absorb the flesh of a human or Kindred. Once absorbed, the Totenmaske may shapeshift to appear as that creature for a full week before the flesh begins to slough off.

DeCarian (pronounced: Deh-care-e-ens)
WS-6/BS-6/S-6/W-3/I-6/A-3/SV-3+
SIRE: Claud DeCarrie'
COMMON NAMES: Madcaps, Loonies, Crazies
DESCRIPTION: When inmate Claud DeCarrie' escaped the Bastille during the French Revolution, he got more than his freedom. The convicted mass murderer fell victim to one of the roving Kindred packs that stalked France during those dark and tumultuous times, and was Embraced by a reckless young vampire who was intoxicated with her own power. DeCarrie' marveled at his newfound powers, and promptly murdered his sire and whent on a year long murder spree in which he Embraced no fewer than twenty victims. However, DeCarrie's madness was passed down through his gift of Vitae, and his childer bear his lunacy and derangement. Over the years, the DeCarians spread throughout Europe, preying on the homeless and downtrodden. DeCarians remain among their own kind, as interacting with the Humanii is extremely difficult for those whose very blood runs with insanity.
TRAITS: DeCarian PCs have all of the traits granted to Vampire characters, with the following exceptions:
DeCarians are irretrievably insane, and many have multiple personalities. You must roleplay this madness.

Nachzehrer (pronounced: Nock-zer-ur)
WS-8/BS-4/S-7/W-3/I-9/A-3/SV-3+
SIRE: None
COMMON NAMES: Nightcrawlers, Tunnelers, Morlocks
DESCRIPTION: The horrors of the trenches employed during the Great War were innumerable. During the day, men faced rats, bullets, mortar fire, gas attacks, and infection. At night, they faced the Kindred. The Great War provided a wondrous banquet for the race of Vampyre, with thousands upon thousands of displaced citizens and soldiers making easy meals for the hunters of the night. The trenches provided a buffet line of warm flesh and Vitae for the Kindred to enjoy, and none did more so than the Nachzehrer. As the sun set on the battlefield, clawed hands would burst from the soft soil, followed by pale, maggot-white bodies clad in ragged uniforms, which fell upon the men in the trenches with abandon. The mutilated corpses could easily be explained by mortar fire or some other wartime hazard, and the Nachzehrer themselves were careful to be long gone by the time others arrived, burrowing into the earth to await dusk once again. The Nachzehrer now lurk beneath the soil in rural areas, dragging victims to a horrific death beneath the earth, never to be seen again. The Nachzehrer are extremely pale, with pure white eyes and are often hairless.
TRAITS: Nachzehrer PCs have all of the traits granted to Vampire characters, with the following exceptions:
Nachzehrer may tunnel through soft earth and soil, and thus have the Infiltrate special rule.

Dyybuk (pronounced: die-buck)
WS-6/BS-6/S-6/W-3/I-7/A-3/SV-3+
SIRE: None
COMMON NAMES: Mindfeths, Kruegers, Dreameaters
DESCRIPTION: Despite their immortality and resistance to damage, the Kindred may still be slain. This mortality irks them to no end, was not the Embrace supposed to make such fears a thing of the past? By brutal application of violence, a Kindred may enter the Final Sleep, and the end of their supposedly endless existence. A Kindred's spirit joins a vast sea of vampiric souls that twists and whorls in the psychic morass known as Gehenna. Most Kindred lose the ability to retain their personalities and minds, becoming little more than manifestations of
energy that drift about aimlessly. Some, however, keep their minds intact, and become creatures known amongst the Kindred as Dyybuks. A Dyybuk lurks betwixt Gehenna and the mortal plane, in the realm of dreams. A Dyybuk has no physical body, and can only interact with the mortal plane by entering into the dreams of those it wishes to contact. A Dyybuk can alter the dream according to its whims and desires, often taken great pleasure in hunting the dream self of one of the Cattle through a nightmarescape of its own devising. A Dyybuk drains the sanity and psychic energy of its victims, slowly transforming them into broken husks that waste away from starvation as the Dyybuk steals even their most basic survival functions. A Dyybuk is extremely difficult to permanently kill, and an exorcism by a sorcerer employing White Magick is often most effective. Another method may be preformed by the victim themselves, fighting against the Dyybuk in their dreams. This method is extremely dangerous, and should only be attempted if the dreamer knows exactly what their tormentor is. Dyybuks may also possess a victim by overtaking their dream self and 'riding' the body like a grotesque mount. Over time, the host's features begin to subtly warp and change, growing to resemble that of the Dyybuk.
TRAITS: Dyybuk PC's have the following traits:
Dyybuks must spend a night tormenting a victim (any sentient non-Dyybuk, other Kindred will do) by entering their dreams. The victim makes an opposed Ld roll against the Dyybuk, and on a failed roll lose a point from their Toughness score. If a victim is reduced to 0 Toughness in this fashion, they enter a catatonic state, their minds utterly destroyed. A catatonic victim makes no save against a Dyybuk's Meat Puppet ability, and are instantly under its effect.
ONEIROMANCY
Unique to the Dyybuks is a form of Black Magick called Oneiromancy, which allows the Dyybuk to alter the minds of their victims through spells. A Dyybuk counts as a sorcerer for all abilities and attacks that target sorcerers. A Dyybuk can only use Oneiromancy spells against its current victim.
DEVOLUTION: A Dyybuk may cast the Black Magick spell Devolution only to cause madness in a target.
DREAMWARP: On a successful power roll, a Dyybuk may alter a target's dream in any way it chooses (at GM's discretion).
MEAT PUPPET: If the Dyybuk beats its victim (who takes a penalty equal to the number of Toughness points the Dyybuk has drained away) on an opposed Ld test, the Dyybuk forces itself into the body of its victim, able to walk about clad in flesh once again. However, the Dyybuk may be killed in this form provided it fails a Ld test when it looses its last wound in physical form.
A Dyybuk always starts with a single minor NPC who serves as its victim.

GHOULS

Domestic Ghoul
WS-6/BS-6/S-4/T-4/W-3/I-5/A-3/SV-3+
The man waiting in line in front of you at the post office, the pretty girl at the counter, could be ghouls, and you would never know it. Ghouls are creatures that eat human carrion to achieve immortality, raiding the graves of the newly buried to feed on the sweat meat inside. Unlike the Kindred, Ghouls can walk about unseen and undetected amongst the Humanii, often leading respectable and honest lives during the day while eating the flesh of the dead at night. Besides their unnaturally long lives, Ghouls are often attractive and appear rather young. The Ghouls and the Kindred have an agreement of sorts, the Kindred drink, the Ghouls eat, and nobody gets hurt.
TRAITS: These stats are for a Ghoul who has fed as normal, a starving Ghoul reduces stats by -1 for everything except wounds and saves until stats have reached -3, at which point a Ghoul loses a wound. Ghouls must eat at least a pound of fresh Human meat each night or begin to starve. A Ghoul who reaches 0 wounds due to starvation becomes a Degenerate Ghoul. Degenerate Ghouls have the following profile:
WS-7/BS-2/S-7/T-3/W-3/I-6/A-3/SV-3+
Degenerate Ghouls are not suitable for player characters, and pass into the control of the GM.

WEREWOLVES

Nrajah (pronounced: N-raw-jaw)
WS-8/BS-3/S-7/T-7/W-3/I-6/A-4/SV-3+
COMMON NAMES: Nomads, Rogues, Outcasts
DESCRIPTION: Among the Werewolves, the Nrajah Clan is unique. They stand as the only Clan to refuse Lycaelon as their Alpha, and were subsequently driven to the outskirts of lupine society. Hated and despised by the rest of the Lycanthropes, the Nrajah Clan keeps a low profile, avoiding contact with others of their kind, as well as the Humanii and the Kindred. For the most part, the Nrajah remain hidden from the view of all others, dwelling in long forgotten woods and bogs. The Clan tends to bring in Lycanthropes that are at odds with the rest of the Clans, sheltering them from the wrath of their kin.
TRAITS: Nrajah PCs have all of the traits granted to Werewolf characters, with the following exceptions:
Nrajah characters may not have a base of operations.
Nrajah characters may have two Major NPCs and one Minor NPC
Nrajah characters do not need to devour human flesh to avoid starvation, animal flesh will do.

GRUBRAH (pronounced: Groo-bra)
WS-9/BS-1/S-8/T-8/W-3/I-6/A-5/SV-3+
COMMON NAMES: Ferals, Longfangs, Madclaws
DESCRIPTION: The Grubrah are monsters beyond words. They gather in small hunting parties by night to raid the countryside, devouring entire villages over the course of several hours. Those of the Grubrah Clan are huge and imposing, often standing head and shoulders over their Humanii prey. Often, the giant monsters bear large scars and necklaces of teeth taken from difficult kills. Their reputation as barbarous savages is well known, and even Opriknikki are hesitant to engage them in combat. Both the Opriknikki and the Grubrah have a healthy respect for one another, earned from centuries of bloody conflict and death.
TRAITS: Grubrah PCs have all of the traits granted to Werewolf characters, with the following exceptions:
Grubrah characters may not have a base of operations.
Grubrah characters may have two Major NPCs and one Minor NPC
Grubrah characters have the Rage Universal Special Rule while in Wolf form

LYCAELON (pronounced: Lie-kay-lon)
WS-8/BS-3/S-7/T-7/W-3/I-6/A-4/SV-3+
COMMON NAMES: Regals, Alphas
DESCRIPTION: First and foremost among the Lycanthropes are those of the Lycaelon Clan, named after the founder of the Race of the Wolf. The Lycaelon take great pride in their heritage and make sure that the 'lesser' Clans show them proper respect in their presence. The Lycaelon are the most social of the Lycanthropes, mingling with the Humanii as easily as Ghouls or some of the Kindred, hiding the Beast away until the proper time. They despise the Nrajah as traitors to their race, and hunt them down with relish, even allying themselves with the Kindred to hunt them down. The Lycaelon are the most patient of their kin, content to take time to ensure that their kills go unnoticed.
TRAITS: Lycaelon PCs have all of the traits granted to Werewolf characters, with the following exceptions:
Lycaelon characters may have two Major NPCs and one Minor NPC and two bases of operations

MGRAL (pronounced: Meh-graal)
WS-7/BS-4/S-7/T-7/W-3/I-6/A-4/SV-3+
COMMON NAMES: Skinwalkers, Those-that-play-with-their-food
DESCRIPTION: The Mgral Clan is the closest to Humanity out of all the other Clans, mixing and mingling with their prey to better understand them. Most Mgral appear in the dredges of society, the homeless, drug attics, gangsters, and others all may be a Mgral in human form. The Mgral act as scouts and spies for the rest of the Clans, watching for signs of Hunter or Kindred activity in the area.
TRAITS: Mgral PCs have all of the traits granted to Werewolf characters, with the following exceptions:
Mgral characters are more likely to identify a Hunter or Vampire on sight, and against such characters receive a +1 to Initiative

RAHL (pronounced: Rawl)
WS-8/BS-3/S-7/T-7/W-3/I-6/A-4/SV-3+
COMMON NAMES: Zealots, Overlords
DESCRIPTION: The Rahl Clan seeks to enslave the Humanii, breeding them as slave stock and as a steady food source. The Rahl see Lycaelon as the God of the Hunt, opposed to Cernunnos, who is revered by the other Clans for his prowess. The Rahl view the Master of the Wild Hunt as a Pretender God, and openly mock him. This has caused Cernunnos to curse the Rahl Clan, giving their prey the upper hand during hunts. The Rahl are always attempting to enslave Mankind, whether through lies and manipulation, or brute force.
TRAITS: Rahl PCs have all of the traits granted to Werewolf characters, with the following exceptions:
Curse of Cernunnos: During combat, all foes gain a +1 to their Initiative with attacks aimed at the Rahl character.

HUNTERS

HUNTER ARCHETYPES
During character creation, a Hunter PC may opt to give his character a special set of skills geared towards the elimination of a certain group of supernatural foes. Once an Archetype is chosen, it cannot be changed or swapped out for another one.

Witch Hunter
Witch Hunters are adept at tracking down and slaying practitioners of the Black Arts, having learned ways to counter their magic and prevent them from casting spells.
TRAITS: Witch Hunter PCs have all of the traits granted to Hunter characters, with the following exceptions:

"Tank" aka Juggernaught
WS-4/BS-5/S-6/T-6/W-4/I-4/A-3/Sv-2+
Hunter decked out with heavy armor. Sacrifices speed and mobility to act as a shield for his fellow hunters. Juggernaught are usually hunters who were gifted with natural brute strength.
Gear: Chamuel Pattern Armor grants them a 2+ save.
Flechette gun for vampire threats, Shotguns with silver laced buckshot for werewolves.
Come at me bro!: The Juggernaught negates one full wound in the combat phase, but at the cost of -2 to their Strength.

"Sniper", Stalker
WS-4/BS-6/S-4/T-4/W-3/I-5/A-2/Sv-4+
Stalkers prefer to deal with their enemies at a distance in order to help prevent them from being injured, killed, or converted.
Gear: High caliber rifle with silver tipped rounds, scope is has night vision capabilities. Low caliber pistol with silver tipped rounds.
Squeeze the Trigger: Allows a reroll for any missed shot that turn, may not fire next turn.

Close quarters, Dervish
WS-6/BS-4/S-4/T-4/W-3/I-6/A-4/Sv-3+
Dervish's are the close quarters experts of the Hunter order, named after the religious practice of the Sufi to whirl around to reach religious ecstasy. They usually wield two blades for a specific supernatural and wear standard armor, although lighter armor is often preferred.
Gear: Ariel or Michael pattern daggers. Ariel daggers are anti-werwolf while Michael pattern daggers are anti-vampire.
Whirligig: The dervish increases the ferocity of their attacks. The dervish gets an additional attack at the cost of -1 to their toughness to represent their lack of attention to defense.

"Medic", Lazarus
WS-5/BS-5/S-4/T-4/W-3/I-5/A-3/Sv-3+
Medics are standard hunters who are responsible for bandaging the wounded and granting mercy to those who become infected. They began to arise after the realization that most hospitals either question the wounds received from fighting the supernatural or weren't capable of dealing with those wounds.
Gear: Raphael pattern medical kit, SMG or pistol with silver tipped rounds. The Raphael pattern kit is a blessed medical kit and allows a reroll against chances of infection.
Soldier, Joans
WS-5/BS-5/S-4/T-4/W-3/I-5/A-3/Sv-3+
Called Joans after the patron saint of soldiers, the basic troops of the hunter order are trained to use all forms of weaponry. They are effectively Jack of All Trades, Master of None.
Gear: May use any sort of weapon and use standard gear, the most ambiguous role available.
Ability: I love the smell of napalm; the Joan is the only hunter class who can rig and disarm explosives.

Sorcerer, Djinn
WS-4/BS-4/S-4/T-4/W-2/I-5/A-2/Sv-3+
These are not full blown sorcerers, but those hunters gifted with psychic abilities.
Gear: Archangel Haniel talisman, prevents supernaturals from interfering with psychic abilities.
Abilities:
Telekinesis; the Djinn can hurl objects or things with their minds.
Ward; the Djinn casts a psychic shield around their fellow hunters, preventing mind control.
Holy Bolt; the Djinn casts a bolt of holy energy towards the supernatural causing massive damage at the cost of having to recharge for a turn.

KINDRED COVENS (As they stand)

Court of the Crimson King- The Court of the Crimson King is the right hand of Cain, the organization charged with rooting out treason and betrayal among the Kindred themselves. The Court is now more active today than ever, purging the ranks of the undying of malcontents and traitors. Despite Cain's return, there are those that would see the Crimson King deposed, and Judas returned to the throne. These 'Iscariots' are the prime targets of the Court, and woe to any vampire foolish enough to shelter one. The Court is a very tightly-knit group, and membership is restricted to those Kindred who have proven their skill and loyalty time and time again.

Iscariots- Some Kindred would see Judas placed back upon the throne, toppling Cain and restoring his heir to power. After Pontius crucified the Iscariot in the Crooked House, there were whispers among the Kindred that Cain had done so out of fear, that he dare not face the Betrayer, dare not deliver him unto True Death. The next night, a meeting was held within the darkest depths of the Crooked House, and a fell pact was made. Naming themselves the Iscariots, these Kindred seek to depose the rightful ruler of the vampire race and reinstate his benighted heir. Working in the shadows, the Iscariots plot and scheme, waiting for a moment of weakness in which they may strike at the Crimson King.

Nosphoros- Thousands of years ago, the Strigoi learned Black Magick at the feet of their patron Lillith, who in turn, had learned it from Hecate. The Strigoi thusly have a reputation as adepts of the Dark Arts, powerful in their magicks and incantations. Yet, the Strigoi lust for more arcane power, magick beyond the petty blood and black schools they have mastered. A cabal of Strigoi then struck upon an idea: would not the blood of Mages be rich in the very raw mana of Magick itself? Would not partaking in the Vitae of mortal sorcerers increase one's Gnosis? Thus was the Nosphoros born, a Strigoi Coven devoted to unlocking the secrets inherent within magickal blood. The Nosphoros are secretive and keep to themselves, isolating themselves from Kindred society as they delve into their research.

To'cheloi- The To'cheloi are a group of Kindred far removed from the mainstream, more akin to werewolves in their beliefs than other vampires. The To'cheloi honor the Sacred Hunt put forth by Cernunnos, taking great care to stalk and shadow their prey before drinking of their Vitae. The To'cheloi do not believe in the struggle between the Kindred and the lupines, seeing them as brothers in the Great Hunt, and as such attempt to improve relations between the two groups. Due to these beliefs, the To'cheloi are unpopular among the other Kindred and their Covens, and often are forced to eke out a living away from Kindred lairs. The To'cheloi are often regarded as savages by their race, and find few friends among the other Covens.



Kindred Wargear

Stygian Weapon (50 Points): Infused with the soul-chilling cold of Stygia, Stygian weapons are as black as night, their blades hissing and pouring off other-worldly steam when they are drawn. Stealing the very life from their victims, Stygian weapons turn their targets into brittle statues of black ice that shatters with the slightest tremor, even a whisper is enough to destroy the petrified victim. A Stygian weapon counts as a close-combat weapon. Any character that takes an unsaved Wound from a Stygian weapon must make a Toughness Test or suffer instant death.

Death Rattle Bottle (30 points): Some Kindred tend to sentimentality in their unlives, seeking to preserve their most cherished moments forever within containers so they might listen to the sweet screams of their prey again and again. Using their arcane abilities, the Kindred can trap the final anguished cries of their victims within ornate, fluted vials known as Death Rattle Bottles. A Kindred character equipped with a Death Rattle Bottle may opt to open it during their Shooting Phase in lieu of firing any ranged weapons they may have. The disturbing cacophony of shrieks and screams frays the sanity of those that hear them, and are paralyzed with fear and terror. To represent this, the Death Rattle Bottle is fired as a Template weapon that does not inflict Wounds but forces characters under the Template to make an immediate Leadership Test or have their BS, WS, and Initiative reduced to 1 until the beginning of their next turn. The Death Rattle Bottle may only be fired once during an event, although it is possible for a Kindred character to purchase multiple Death Rattle Bottles.

Black Bag (25 Points): The cruelest of the Kindred enjoy playing with their food during combat, only lightly wounding them with cruel blades, watching with delight as their prey realizes they cannot win against the hunter. Black Bags are favorite tools of such Vampires, and the sight of one of the Kindred toting a small manhide bag inspires terror in the hearts of the Cattle. Within a Black Bag are contained implements of torture, saw-toothed knives, gloves tipped with razor blades, and much worse clink together inside the bag. A Kindred character with a Black Bag is considered to have an additional close-combat weapon. In addition, when resolving assaults to determine a victor, a character with a Black Bag counts as having scored an additional Wound on whomever he is locked in close-combat with.

Shudder Gun (20 Points): Taking the form of a baroque firearm, the Shudder Gun is a feared weapon in the arsenal of the Damned. The gun is infused with the raging spirit of a lesser demon, which constantly writhes and squirms inside the ammunition. When the Shudder Gun's ammunition makes contact with living flesh, the demon within the bullet is freed, and bursts forth from the target and returns to its home plane. The Shudder Gun has the following profile:
Range: 24" Str: 4 AP: 4 Special: Assault 1, the Shudder Gun inflicts D3 Wounds instead of just 1, roll every time the gun is fired.

Kineblade (30 Points): To prevent the rise of unruly Humanii slaves, the Kindred developed the Kineblades, weapons developed solely for slaying the Cattle. A Kineblade counts as a Power Weapon against Humanii and is also considered to be Poisoned (2+). Against all other enemies, a Kineblade is a Power Weapon.

Razorsuit (15 Points): Some of the Kindred revel in the lethal dance of melee combat, disdaining the use of conventional firearms for a more intimate kill. Such Vampires are quite fond of donning Razorsuits, form-fitting body-gloves covered in full with sharp, slashing blades. A character attacking a Kindred equipped with a Razorsuit in close-combat automatically suffers a S3 AP- hit as he scrapes against the multitude of blades coating the Vampire


Hunter Weapons...

Revisions include: 4 new weapons.
Increased Prices for some attachments.
Differentiation between Blessed/Silver/Holy weapons.



All:
Grenades(10pts): Gives the hunter access to grenades. Can only be used once per combat.
Incendiary Grenades(15pts): Acts like a normal grenade, but causes 1 additional savable wound on a 5+ per turn for two additional turns. Can only be used once per combat.
UV Grenades(15pts): Gives the hunter access to anti-vampire UV Grenades. 1 use per combat event.
Silver Grenades(15pts): Gives the hunter access to anti-werewolf grenades. 1 use per combat event.
Motion Sensor(20pts): Allows the hunter to detect hidden wolves and vampires.
Combat Knife(free): Hunters carry a combat knife, not much but better than bare fists.
Silver Knife(15pts): Gives the hunter a silver weapon that adds an extra wound for each successful wound against werewolves.
Light Knife(15pts): Allows the hunter to carry a blessed knife that adds an extra wound for each successful wound against vampires.
Sidearm(5pts): Gives the hunter a pistol to use in close combat. (8 shots)
Wooden Ammo(5pts): Gives the hunter wooden ammo capabilities. (additional cost for additional clips)
Silver Ammo(5pts): Gives the hunter silver ammo capabilities. (additional cost for additional clips)
Night Vision Goggles(5pts): The hunter can see in the dark.
Flash-bangs(10pts): The hunter can potentially interrupt enemy magic and attacks. On a 5+ the flashbang interrupts one magic or physical attack. Can only be used once per turn.
Stims(5pts): The hunter injects him/herself with combat stims that allow them to ignore pain.(+1 toughness, but loses one wound at the end of the combat phase. If this is the last wound, the character has overdosed and will die unless taken immediately to a hospital, you get what you pay for).
--------------------------------------------------------
Stalker:
Sniper Rifle(free): Basic stalker weapon, engages outside of magic range but suffers in close combat.
High Powered Scope(10pts): Adds +1 to BS.
Semi-Auto Rifle(25pts): Allows a faster fire rate, but messes with accuracy.(+1 long range attack, -1BS)
Thermal Optics(20pts): Special scope to detect heat coming from living creatures such as humans and werewolves, allowing them to hit vital spots easier.(+1 wound against werewolves and humans in shooting attacks, wound can be saved as normal).
Machine Pistol(15pts): Gives the Stalker an automatic pistol which has a faster fir rate over the normal pistol.(-1 BS)
Silver laced Barrel(15pts): The Stalker's rifle is laced with silver that allows the bullet to carry trace amounts of the metal into a target. The weapon counts as rending against werewolves.
UV Rounds(15pts): The bullets carry a small battery that flashes a small UV light upon impact. The weapon counts as rending against werewolves.
-------------------------------------------------------
Soldier:
Bolt Action Rifle(free): Basic Weapon
Shotgun(free): Basic weapon.
Machine Gun(free) Basic weapon.
Soldiers choose one of the above weapons.
Detonator(5pts): The detonator allows the soldier to wire grenades to remote detonation.
Sword(10pts): Counts as a close combat weapon.
Holy Sword(35pts): Counts as a power fist against werewolves or vampires.(Must choose at beginning)
Silver Sword(25pts): Sword counts as a power fist against werewolves.
Light Sword(25pts): Sword counts as a power fist against vampires.
Flak Jacket(20pts): Allows the hunter to reroll failed saves against ranged attacks.
The Big Gun(30pts): Nothing says hello like an RPG, gives the hunter a limited shot RPG that does splash damage. The RPG shot is a 1 shot weapon and can potentially endanger fellow hunters.
God's Eye(100pts): It was originally being developed by the military as a crowd control device designed to give mobs instantaneous sun burns, the Network managed to get a hold of the design and began work on weaponizing it. The end result was the God's Eye Ultraviolet Ray Laser System. The Network managed to create a few weapon systems and field tested them in various areas of the world, the results proved satisfactory and soon the high-pitched whine of the God's Eye recharging soon became a death tone to vampires who heard it. The shoulder mounted weapon requires a five second charge time in order to reach full charge and many a vampire filled with bravado has been turned to cinders by underestimating either the recharge time or the discharge of a not even fully charged shot. The videos used to report the results to the Network show hunters standing with the weapon on their shoulder, a dark hue surrounding the weapon as it seemed to suck the light out of the surroundings even in the dark, the sound of the weapon coming through as static before a bright lance of light pierced through one or multiple vampires, turning them to ash. Should the target of the God's Eye take a wound, they must make an initiative test in order to avoid the weapon. The God's Eye system is also heavy and a Soldier equipping the God's Eye cannot carry any other weapons, including basic Combat Knives. The God's Eye also has two fire rates, fully charged and discharged shot. The Fully Charged shot can only be fired every other turn in combat, and uses the initiative test rule. The Discharged Shot cannot instant kill, but counts as a UV grenade. Against werewolves it counts as a shotgun.
Infused Flamethrower(100pts): The Infused Flamethrower uses the velocity of a normal flamethrower to carry microscopic particles of silver towards their target, the result is a weapon capable of burning any target while adding the extra benefit of coating a werewolf with silver. The weapon's concept is simple; a flamethrower is capable of causing third degree burns that expose bone and deep tissue, the addition of silver particles allowed the hunter to cover the wound with silver that prevents the wound from sealing. The Infused Flamethrower is a heavy system with a total of three tanks mounted to the back of the hunter, a hunter using the weapon cannot use any other weapon including basic Combat Knives. If the Infused Flamethrower manages to wound a werewolf target, the target must make an Initiative test to see if they dodge the full effect of the weapon or suffer an instant death. Counts as a normal flamethrower against non-werewolf targets.

-------------------------------------------------------
Tank:
Shotgun(free): Basic Weapon.
Maul(free): Basic melee weapon.
Light Maul(20pts): The Blessed Maul deals an extra wound for each successful wound against vampires.
Silver Maul(20pts): The Silver Maul deals an extra wound for each successful wound against werewolves.
Sledgehammer(10pts): Larger melee weapon that is slow to use, but hits harder.(-1 Initiative, +1 Strength)
Light Hammer(25 pts): Blessed Sledgehammer that counts as a power fist against vampires.
Silver Hammer(25pts): Silver Sledgehammer that counts as a power fist against werewolves.
Stab Vest(20pts): Allows the hunter to reroll failed saves against melee attacks.
Steel Toe Boots(10pts): Gives the Tank a hardened steel toe for his boots that he can use for kicking or stomping.(-1 Initiative, +1 attack)
Reinforced Helmet(10pts): The Tank wears a reinforced helmet that reduces his visability but allows him to protect his head better.(Ignores a wound on a 6+)
Artificial Limbs(10pts): The Tank can lose a limb without actually losing any blood. If an attack would cause the Tank to lose a limb it removes the artificial limb on a 6+ instead of an actual limb.
--------------------------------------------------------
Medic:
Pistol(free): Basic Weapon.
Goggles(10pts): Allows the medic to reroll failed special saves against preventing turning of wounded hunters.
Blessed Scalpel(15pts): Power weapon to be used against either vampires or werewolves, but due to its small size is a risky weapon.(-1 WS).
Pressurized Syringe Gun(25pts): Fires syringes using pressurized CO2, the syringes contain a healing factor that would prevent a human from turning into a werewolf and while it cannot cure a turned wolf, it can sure burn like hell. The solution is also based off of a form of werewolf blood, which when injected into a vampire causes incredible discomfort.(Counts as a pistol with silver and wooden ammunition, because of the type of ammo it uses it can only fire 15 times per combat event).
Self-Medication Device(15pts): Gives the medic a chance to apply his/her own skills to himself.
Holy Ward(10pts): Medics carry out a healing role and use holy wards to protect themselves while working on the injured.(Medic skills cannot be interrupted by an attack)
----------------------------------------------------------
Dervish:
Dual Knives(free): Basic weapon.
Weighted Belt(15pts): Gives the Dervish more balance while performing spinning attacks. 'To hit' rolls of 1 in close combat can be rerolled.
Silver Dual Knives(20pts): Gives the Dervish dual knives that count as silver knives(1 extra wound for each successful wound against werewolves).
Light Dual Knives(20pts): Gives the Dervish a knife that does an extra wound for each successful wound against vampires.
Half and Half(20pts): Allows the hunter to carry blessed weapons for both vampires and werewolves. Must purchase Blessed or Silver Dual Knives first.
Balanced Hilts(10pts): The knives are fine tuned for the user. +1 WS
Throwing knives(10pts): Gives the dervish a long ranged attack, limit of 5 long range attacks per combat phase.
Holy throwing knives(15pts): Makes the Throwing Knives counts as silver or wooden bullets(must note if they are against werewolves or vampires).
Light Armor(10pts): The Dervish wears lighter armor and is able to fight better in close combat(Sv-4+, +1WS).
Spiked Boots(15pts): Adds a bonus attack with the following stats: S-5/AP--
-----------------------------------------------------------
Witchhunter:
Machine Gun(free): Basic weapon.
Shotgun(free): Basic weapon.
Sword(free): Basic weapon.
Light sword(20pts): Adds one extra wound for every successful wound against vampires.
Silver Sword(20pts): Adds one extra wound for every successful wound against werewolves.
Holy Arms(35pts per weapon): Sword counts as a power fist against werewolves or vampires.(must choose at beginning)
Flak Armor(20pts): Same as Soldier Flak Armor
Stab Vest(20pts): Same as Tank Stab Vest
All-Over Armor(30pts): Acts as a stab vest and flak armor at the effect of slowing the hunter down.(-1 Initiative, -1WS).
Stake Launcher(50pts): The stake launcher fires a stake using pressurized air, its as silent as it is deadly. However, in order to be used to its fullest effect the user must hit the heart of the target. Counts as rending.
Crossbow(50pts): The crossbow features silver tipped arrows that allow the witch hunter to stealthily take down a werewolf. Counts as rending.


MB=Magic Bonus

Mage Classes

Battle Mage
WS-5/BS-6/S-4/T-4/W-3/I-6/A-4/SV-3+/MB + 2
Adept
WS-4/BS-5/S-4/T-4/W-3/I-5/A-3/Sv-3+/MB + 4
Arch Mage
WS-4/BS-4/S-4/T-4/W-2/I-5/A-2/Sv-3+/ MB + 6

Mage Faction

Blind Guardian
This group prides itself in the order of magic. They believe magic comes from the balance of the universe. They take magic very seriously believe everything must be thought through meaning they take time with what they do. While they are not prudes, they do frown on magic being used recklessly. They will take a long time refining their abilities and making sure things work, for them better safe than sorry. There training is based around long studying and training. Shaping there skills to the best they can.

A Blind Guardian can skip a turn to add + 3 to a spell roll the next turn.

Bonus Spell

Arcane Balance: The mage can make one of his allies attacks not miss for the next 2 turns.
DR 7

Gray Matter
This group is a strange type of mage. They channel magic through chaos and the will of the mind. The Gray Matter also have a very open view of the world to the point where their not just agnostic about god but agnostic about everything, to the point where some believe reality is just a state created by human minds and that it is possible to pierce that reality. While they do pride themselves in their bizarre views they are not stupid or random, most are very calm and distanced, mostly because their training is based around meditation and self actualization oppose to strict studying and training. While that is the safe way of training, more inpatient and young mages will use hallucinogenic drugs to brake through the vale of reality.

Gray Matter mages can add + 3 to their magic rolls but failing the spell will make them loose touch with the world around them and can't do any actions for the next turn.

Bonus Spell

Distortion: The mages forces their view of reality onto another making them miss a turn
DR 7 but the target gets 5+ save

The Prodigy

The prodigy will harness the power of spirits and daemons bring about their powers. The Prodigy feel magic is a very personal road, it also relies on the connection with other people and other beings. The prodigy will bind themselves with powerful spirits. From Babylonian Demons, Christian Angles to Forest sprites. What ever the bind themselves with they then must live in balance with that being and they can take a huge toll on a person body.

A Prodigy may spend a wound to feed there spirit and get a plus +3 to magic rolls.

Bonus Spell

Spirit Guardian: The mage brings his spirit to protect them self. The mage gets a 2+ armor save for 2 rounds
DR 7

Mage schools

Mages pick 1

Umbra -

Dark Surge- The mage channels all the raw emotion into themselves or an ally. The mage can use this to bump a person’s BS and WS +2 for 1 round.
DR 5
Draw Ectoplasm – The mage draws the ectoplasm from corpses in the area and on a person of his/her choice and can give them +2 SV for a number of round equal to the number of corpses in the area, they must be human corpses but can also be non-mortal.
DR 7
Death Specter – The mage bring a powerful dead spirit into the world. The Specter his created by drawing ectoplasm into the psychical world so I can be harmed by psychical attacks. It will remain in our world for 3 rounds but the mage can try to maintain it for another 3.
WS-6/BS-/S-5/T-4/W-2/I-7/A-2/Sv-4+
DR 9
Army of Darkness – The mage brings all the death energy into one area will the area with dread, ectoplasm will start to drip from the walls and ooze from corpses, while this is going all the spirits in the area are being driven made. This power makes the connection to this world more fragile dropping the enemies to 4+ for 3 rounds
DR 11
Dark Guardian-The mage creates a powerful beast to fight for them but the mage cannot act while it is active and if the mage is attacked the guardian falls apart.
Dark Gaurdain
WS-7/BS-/S-7/T-7/W-2/I-4/A-2/Sv-2+
DR 12

Deus
Power of Life – The mage lets a person live one wound after zero, only one person can have this during fight and that person will end up dying after the fight if not immediately treated and even then the wounds can be too sever to help.
DR 5
Astral Projection – The mages send his/her from spirit their body and have it guard another person giving them a 2+ SV. The mage is inactive in this state and can hold this for 4 rounds.
DR 7
Give life- The mage can heal 2 wound any person an event. They can also distribute the wounds how the like so they can heal the wounds individually.
DR 9
God’s Hand- The mage waves the future in miner way. The mage can make any target reroll their next failed roll and pick the better result or they can make an enemy reroll their next successful roll and accept the lower result.
DR 5
Weaver of Fate- The mage now controls the strands of fate, able to change the immediate past to serve his whims. If successfully cast, the mage can choose to force the opposing side to skip their next turn OR count their (the foe) last turn as having never happened, and as such, all lost Wounds and whatnot are restored.
DR 12

Arcane
Channel Energy- The mages shoots a bolt of charged energy.
S-6 AP-4
DR 5
Redirect- The mage can cast a hidden ward over him/her self. The next attack the mage takes will be directed back at the enemy with the same force
DR 7
Third Eye- The mage sees past the normal veil of the world and sees things more clearly. The mages attack all get a plus 2 to rolls for the next three round.
DR 5
Emotion Surge- The mage plays with the balance of one’s mind to manipulates there emotional balance. The target can be filled with zeal and fight one giving them +2 strength and toughness or fill an enemy with stupid rage -2 to WS and BS
DR 7
Power Master – The Mage channels a powerful attack that harms all enemies in the area.
S-7 AP-2
DR12

Additional Wolf template:
Shunkaha..

COMMON NAMES: Swiftclaws, Shadowfangs
DESCRIPTION: The Shunkaha are a unique version of lycans. They have evolved and adapted first to have great stamina and speed. Wide chests support huge lungs and long, flexible arms, legs, and spines allow them to run great distances at fast speeds in order to keep up with and assault cavalry. This build also allows these wolves great feats of litheness and agility, they have naturally quick reflexes and have an affinity for stealth, stalking their prey unseen from the darkness of the night until just the right moment to strike. They are ambush killers, hitting the enemy with many quick strikes whilst he is unaware. They are often employed as infiltrators and even assassins amongst the lycan kind. The Shunkaha originated amongst the horse cultures of the Huns and Mongols where the great Genghis Khan and Atilla led them across the steppes. Later, they were also seen in the Native American populaces of the great plains where they were led by such wolves as Red Cloud, Crazy Horse, and Sitting Bull.
TRAITS: In addition to the regular traits of werewolves the Overclock and Hunter's shadow applies to the Shunkaha...

Overclock: Shunkaha are able to force their cardiovascular and respiratory system to kick into overdrive should the need arrive. If a Shunkaha character loses their last wound they have a chance to escape and live to fight another day, however this massive draw of energy reduces their healing speed for a period of time. When a Shunkaha loses their last wound, on a roll of 1-3 they are able to escape the fight. They cannot heal until they find a safe spot and then have to wait until a different day phase to return to normal healing speed.

Hunter's shadow: The Shunkaha are known for their ability to sneak into the homes of any threat and eliminate it quietly, it is also rumored that for every clan leader there is at least one Shunkaha assassin prepared to eliminate the leader should they threaten the clan. A Shunkaha can attempt to sneak up one their enemy, on a roll of 5 or 6 they deal double the wound for every successful wound for the first round of attacks...


EDIT:..OK I know I've missed some stuff...but wow..
This message was edited 3 times. Last update was at 2011/09/27 14:50:37

This message was edited 6 times. Last update was at 2011/09/27 16:06:11



"I'll tell you one thing that every good soldier knows! The only thing that counts in the end is power! Naked merciless force!" .-Ursus.

I am Red/Black
Take The Magic Dual Colour Test - Beta today!
<small>Created with Rum and Monkey's Personality Test Generator.</small>

I am both selfish and chaotic. I value self-gratification and control; I want to have things my way, preferably now. At best, I'm entertaining and surprising; at worst, I'm hedonistic and violent.
 
   
Made in np
Clousseau






http://darkspenthouse.punbb-hosting.com/index.php

I thought chowder and WARORK's werewolf archetypes were approved?

"The young and foolish seek glory and recognition for their deeds, brother, the experienced and old know that recognition and medals are precisely the same worth as ork gak."
-Avarian Pentus--Deathwatch Apothecary  
   
Made in be
Preacher of the Emperor





A strange place

ineptus astartes wrote:I thought chowder and WARORK's werewolf archetypes were approved?


Fitzz is still collecting, and deciding. Just wait a bit longer.



 
   
Made in us
Humming Great Unclean One of Nurgle





Georgia,just outside Atlanta

sillyboy wrote:
ineptus astartes wrote:I thought chowder and WARORK's werewolf archetypes were approved?


Fitzz is still collecting, and deciding. Just wait a bit longer.


Exactly....I'm currently going through all the pages in this thread and just trying to get everything in a single place ...


"I'll tell you one thing that every good soldier knows! The only thing that counts in the end is power! Naked merciless force!" .-Ursus.

I am Red/Black
Take The Magic Dual Colour Test - Beta today!
<small>Created with Rum and Monkey's Personality Test Generator.</small>

I am both selfish and chaotic. I value self-gratification and control; I want to have things my way, preferably now. At best, I'm entertaining and surprising; at worst, I'm hedonistic and violent.
 
   
Made in np
Clousseau






http://darkspenthouse.punbb-hosting.com/index.php

M'kay.

so, my character I am working on, I am caught between three.

Blackbeard.

a knight, bit in the 100 years war.

a 'Nam vet, bit in the jungle.

Which do ou think is the best?

"The young and foolish seek glory and recognition for their deeds, brother, the experienced and old know that recognition and medals are precisely the same worth as ork gak."
-Avarian Pentus--Deathwatch Apothecary  
   
Made in gb
Fireknife Shas'el




Banging my head against the wall cos I made a typo while hacking the Matrix

The knight.

Great RP Lord of Dakka

Don't mess with the Kaiser!

"It's not what you do, it is how big the explosion is, and the people you kill allong the way that makes it all worthwhile," The Kaiser

sillyboy wrote:Are you my twin brother, Kais? O_o
 
   
Made in np
Clousseau






http://darkspenthouse.punbb-hosting.com/index.php

Also, is the Crooked World using modern tech, or is it still spears and swords? Or is it blackpowder era?

"The young and foolish seek glory and recognition for their deeds, brother, the experienced and old know that recognition and medals are precisely the same worth as ork gak."
-Avarian Pentus--Deathwatch Apothecary  
   
Made in us
Humming Great Unclean One of Nurgle





Georgia,just outside Atlanta

ineptus astartes wrote:Also, is the Crooked World using modern tech, or is it still spears and swords? Or is it blackpowder era?


It would have Modern Tech, though much of it would be ruined outside of Vamp Cities.


"I'll tell you one thing that every good soldier knows! The only thing that counts in the end is power! Naked merciless force!" .-Ursus.

I am Red/Black
Take The Magic Dual Colour Test - Beta today!
<small>Created with Rum and Monkey's Personality Test Generator.</small>

I am both selfish and chaotic. I value self-gratification and control; I want to have things my way, preferably now. At best, I'm entertaining and surprising; at worst, I'm hedonistic and violent.
 
   
Made in be
Preacher of the Emperor





A strange place

ineptus astartes wrote:Also, is the Crooked World using modern tech, or is it still spears and swords? Or is it blackpowder era?


Well tech up to 1992....When the rise began....

So basic computers...Landline-phones...No cellphones...Etc...



 
   
Made in us
Humming Great Unclean One of Nurgle





Georgia,just outside Atlanta

Meh...Seems that Wolves are at a slight disadvantage so far...going to have to pour over what's here so far...


"I'll tell you one thing that every good soldier knows! The only thing that counts in the end is power! Naked merciless force!" .-Ursus.

I am Red/Black
Take The Magic Dual Colour Test - Beta today!
<small>Created with Rum and Monkey's Personality Test Generator.</small>

I am both selfish and chaotic. I value self-gratification and control; I want to have things my way, preferably now. At best, I'm entertaining and surprising; at worst, I'm hedonistic and violent.
 
   
 
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