Welcome to the Exalted 3e Homebrew Bestiary! By: An idiot with too much time on his hands Sandact6

Hello everyone, and welcome to the unfiltered madness of my mind when I am left unchained and untethered to vomit forth words as I please. If you’re reading this, you are no doubt left wanting some monsters for your game. If that is the case feel free to scroll down and use them if you’re impatient.

This introduction section will be short and sweet. We’ll be going over two optional components to this monster guide: Enemy Types and EX-Hard enemies.

I also decided that this project would happen upon my 666th post on the OPP forums. So as you enjoy this document, settle in with those you truly care about while reading this manual. Having knowledge and comfort in that as the sky turns red on Christmas, my horrible form which cannot be described with any words shall make your death mercifully quick.

Enemy Design Philosophy

My goal for this monster manual, aside from just giving a wide array of baddies, is to make enemy design even more interesting in combat. Each enemy I’ll try to give some reason why you want that specific enemy dead the most in combat. Going beyond just mere filler enemies to make encounters interesting, and trying to make each monster interesting in a sense beyond that it's just a bag of numbers to overcome.

New Enemy Classification Types

People like to jump to conclusions. Did you know this section is optional and that you can totally ignore it and have this monster guide still work strictly RAW? Yes? Good.

One of the things I noticed about Exalted 3e is that it tends to simulate duels and Dynasty Warriors-esque fights very well. However, I feel that sometimes this led to an annoying lack of middle ground between extras and strong opponents. Full single fights against people with activate initiative tracks, especially if there are multiple of them in the scene, takes too long. Using a battle group either makes the enemy trivially easy and blown past on the first turn by most people, but buffing them up with larger Sizes comes with the problem that you’re trying to run Dynasty Warriors in a teahouse or cramped area, which may not be possible given the size of the area.

To solve this I expanded upon the insignificant opponent rule mentioned in 3e, giving Storytellers the option to turn Exalted from a dueling simulator into a beat-em-up/Devil May Cry style action game. For this to function, enemies are split into three different types: Weak, Strong, Special.

● Weak - These are the enemies that are so far below your skill level that they’re practically irrelevant. An Essence 1 Twilight who has a 5 in Brawl with assorted charms getting into a fight with a sailor with brawl 2 at most? Don’t even bother running this, let the Twilight jam his thumbs in the guys head and watch it explode. In video game terms these are the enemies which require one hit from nearly anything to kill, while in DnD 4e rules these are basically lesser Minions. The danger of these opponents however is that in larger numbers these are usually battle groups which can pose a danger to people. ● Strong - Strong in this sense is what is regarded as ‘Strong opponent for the players at this particular stage.” They are meant to be threatening enough to be individuals, but at the same time nothing a PC couldn’t reasonably beat in time as if they were Special opponents (see below). Strong characters tend to include the highly trained swordsman prodigy, First Circle Demons, and other things that are meant to be cut through quickly in order to move onto something more interesting. In video game logic, these are the enemies that require a few hits to take down but are not the main boss, or in 4e terms standard opponents. ● Special - Special opponents are the badasses of the Exalted world. They kick ass, chew bubblegum, then head to Red Light District with a pillow full of drugs. These are the people with active initiative tracks, including things like Second Circle Demons, Stronger gods, and any Exalted. In video game logic, these guys are bosses, or in DnD 4e terms Elites/Solo enemies. Player characters are always Special characters.

What’s important here is that these distinctions are all relative. Some ST’s hate the idea of Weak opponents and may not have such a thing in their games. Which is fine, but part of this enemy classification is introducing a new opponent type that is both dangerous to careless players but at the same time can be cut apart like wet tissue paper in order to make them look and feel more badass.

Sidebar: What about Battle Groups?

Battle Groups are generally composed of either large numbers of insignificant opponents or simply too many Strong opponents that one is capable of feasibly tracking in combat. Strong characters are supposed to be the tough badasses that are still potent in their own right and can easily beat an Insignificant opponent.

Mechanics of the Three Enemy Types

To keep things short and sweet, Insignificant opponents are the same as in Exalted 3e and Special opponents are just people who have an active initiative track and fight like people normally do. So let’s just get into the differences that Strong opponents have.

● Like a battle group, Strong opponents have inert initiative. They cannot gain any initiative nor lose any initiative from their initiative tracks. ○ EX-Mode: Strong opponents have semi-active initiative tracks. They increases depending on the amount of initiative/damage they take from their opponents and lower it by 1 for each health level of damage they take. Only do this if you don’t mind bookkeeping and want the extra challenge. ● Strong opponents take damage differently. A withering attack roll made against them subtracts one health level per success on the roll and if the attacker is a Special character, rewards one initiative per health level damage, you cannot gain more initiative than a Strong opponent has health levels (Except the break bonus). A decisive damage roll made against a Strong character is just like that made against a Special character, only after attack resolution a Special Character does not reset their initiative but rather reduces it by an amount equal to the damage dealt to the Strong character, but no initiative can be gained by damaging the Strong opponent this way (Except KO’ing them). If a Special character KO’s a Strong character (By either withering or decisive) than it counts as an initiative break, gaining +5 initiative and fueling charms that normally use initiative break mechanics.1 ○ Charms that let the user make multiple attacks (EX: Trance of Unhesitating Speed) or deal AoE effects (EX: Dancing Devil Trigger Finger) will reset initiative as per Strong after they are completed. ○ EX-Mode: Downing a Strong opponent will not grant the +5 initiative related to a break bonus, however any abilities or charm effects that rely off of initiative break still function as normally. ● Damage inflicted by Strong opponents is like that of a battle group. They can only make withering attacks and do not directly gain any of the initiative they steal and is rather lost. Against an opponent in a crash this damage is directly applied to one’s health track. Like Battle Groups, Strong characters do not double 10s on damage rolls. ● Strong opponents may perform gambits like Special characters, each gambit subtracting initiative as per normal. If they use a gambit on a target in a crash, they add +5 dice to the gambit roll and the gambit costs no initiative for them. ● Animals can easily be Strong opponents, but Familiars are NEVER Strong opponents. Your PC paid for those, so let him get his investment back! ● EX-Mode: Commanders can issue orders to Strong characters like battle groups, granting them an amount of bonus dice equal to the amount of successes the commander has on the command roll. ○ Be very careful with dice adders. Only use these if your group has shredded most other encounters like paper up until now, and be VERY careful on using this if your Strong character has some form of excellency.

1 Why on earth would you want to waste a decisive attack on this you say? Remember that decisive attacks will straight up ignore the soak of Strong opponents, so if you want to finish them off quickly this’ll be your best bet. EX-Mode

Many Exalted 3e opponents are not as extreme in skill as the 2e counterparts. This is mainly done so that everyone has a chance shine against someone without demanding a Attribute 5 Ability 5 character or not bothering to try in the first place. However there are times that sometimes players need a little bit of kick to their enemies in order to not become bored. This isn’t me trying to say that some groups are better than others, just that different people like different things. So for this Guide I’m first stating up enemies as what I would consider to be a ‘normal’ difficulty, underneath all enemy powers there may be an EX-Mode.

EX-Mode enemies are harder than normal enemies. Not only can such enemies be more accurate, hit harder, and take less damage; they also have alterations to their skills or brand new skills! These enemies are for players who want extra difficulty and the Storytellers who think they can handle it. If this is your first time running a game and if you have first time Exalted players in your group, I highly suggest not using EX-Mode skills.

What’s the Difference Between Magical and Non-Magical Attacks?

Magical attacks are attacks that are:

A) Made with an artifact weapon B) Have some sort of damage adding ability to it (Such as Fire and Stones Strike or Adamantine Fist of Battle) C) Weapons or attacks created by Sorcery

Anything else is considered to be a non-magical attack. If you’re worried about me fucking over Archery and Thrown with this, check the appendix.

Why are there Zerg and X-COM units?

Don’t ask why, ask why not.

Animals

Arctic Demitaur

Standing nearly eight feet tall with the head of a bull, jaws of a , the hooves of a and the hands and overdeveloped arms of an incredibly strong man, the Demitaur is widely regarded as one of the most ferocious monsters of the North. Making up for a lack of cunning with a raw brute strength that is capable of snapping steel in twain, one doesn’t need to make much of an imagination to realize how easily this can apply to the bones of a man. Demitaur’s are extremely skittish and aggressive, in where if any intruder happens upon their group’s law, all of them will begin smashing and breaking everything in site until their nest is ruined, afterwards they head out to find a new nest.

Many tribes of the North often have tests of redemption where one is expected to travel into the wild and return with the head of a Demitaur, many just cut their losses and accept the soft exile.

Difficulty: A slow but incredibly tough son of a bitch that’s capable of breaking you across its knee with ease if you’re not capable. Flying into a rage will make it exponentially more lethal as well.

Suggested Type: Strong / Special

Essence: 1 Willpower: 6 Join Battle: 7 dice

Health Levels: -0x2/-1x4/-2x4/-4/Incap.

Actions:

Appearance 2 (Hideous), Resolve 3, Guile 1

Combat: Feats of Strength: 11 dice (May attempt Strength 7 Feats of Strength, See Incredible Might); Intimidation: 10 dice; Resist Poison/Disease: 10 dice; Senses: 7 dice; Tracking: 7 dice

Gore: 10 dice, 17L/4 damage

Punch: 13 dice, 14B/3 damage, has the Smashing tag

Grapple: 9 dice (12 to control)

Combat Movement: 6 dice

Evasion: 2 Parry: 5

Soak/Hardness: 11/0 (Thick Hide + Fur: 4L soak)

Special Attacks

Brutal Stomp: Against a prone target the Demitaur may attempt to stomp on the enemy using its hooves, adding +2 dice to the damage (post soak if withering, raw damage as decisive) and doubles 9s on withering damage rolls and doubles 10s on decisive attacks.

Gut them like a !: When using a ravage grapple option with its horns, it may strike at the target with double 9s on withering damage and double 10s on decisive.

Rage: When the creature enters a new health level category or is provoked into rage (Such as inspire attacks to make the enemy angry) than it immediately flies into potent rage which last three turns or until the Demitaur is crashed or knocked prone. During this rage the Demitaur ignores all penalties related to its wounds, adds +3 dice to speed and doubles 9s against the target that caused it to rage, automatically gains an amount of initiative equal to (1 + new wound penalty category), adds +2 damage to all withering attacks, and lastly adds +1 automatic success to all attacks or grapple related actions. The duration of this rage is equal to (1 + Wound Penalty category) if the health is reduced or three actions otherwise.

Rampage: Upon entering into a new wound penalty, the Demitaur is capable of lashing out at its aggressor, making a free reflexive attack against anyone in range.

Weapon-Crushing Strength: The savage Strength of a Demitaur is enough to snap most mortal weapons in twain. If a Demitaur strikes a target who attempted to parry and achieves either 5+ or more damage on a withering attack roll or any decisive damage, the Demitaur may make a reflexive roll to break the weapon which is usually a difficulty 6 feat of strength. If the weapon is indestructible, than the Demitaur may attempt an immediate disarm gambit against the target. If a mortal attempts to parry an attack unarmed against a Demitaur, a contested roll is made pitting the victim’s Stamina+Resistance against the Demitaur’s Feat of Strength pool, which if it rolls higher than it automatically breaks the victims limbs. Magical creatures and the Exalted are more hardy, thus do not gain the crippling injury. Dodging does not trigger this ability.

Merits

Adapted to Cold: Although it may not prefer it, a Demitaur is adapted to the Cold of the North. It ignores all environmental damage related to mundane cold weather and gains +4 automatic successes to resist effects based on supernaturally cold weather. Lastly, it ignores up to two points of penalties related to cold or Northern weather.

Incredible Might: The Demitaur doubles 9s on all Feats of Strength.

Winter Menace: The Demitaur does not count waist high snow as difficult terrain, treating it as if it were normal terrain.

EX-Mode Abilities

Accuracy Up: Increase the Accuracy of the unit’s attacks by +2, counting as a stunt bonus. This does not apply when in a battlegroup.

Rage: Applies to an enemy the Demitaur can see for three turns but has not yet attacked, in which case it may immediately fly into a rage and chase after them.

Deathclaw

After years of geomatic essence from a nearby demense these once docile creatures have mutated into fierce, fast, flesh tearing beasts. Ever present in the warm southern deserts and savannah plains, standing nearly seven to eight feet tall with claws sharp enough to cut men wearing plate armour to pieces in seconds. Harborheadians have tried to tame some of these beasts but such attempts always end in tragedy. Many a young dragonblooded have thought to prove themselves by slaying one of these beasts, many don’t come back.

Suggested Type: Special

Difficulty: Run.

Really What’s the difficulty: Very Hard. Deathclaws are made to shatter slow tanky walls, dishing out just as much as they take in. They are also incredibly hard to run away from if you’re fighting a losing battle.

Essence: 1 Willpower: 7 Join Battle: 10 dice (Base initiative 5)

Health Levels: -0x3/-1x5/-2x5/-4x4/Incap. Fiercely territorial, Deathclaws will attack anyone intruding on their territory and will not flee unless they take 13+ levels of damage unless they are protecting their nest.

Actions: Feats of Strength: 10 dice (may attempt Strength 7 feats); Hide in Plains/Desert: 8 dice; Intimidation: 10 dice; Resist Poison/Disease: 10 dice; Senses: 8 dice (see Relentless Pursuit); Tracking: 8 dice (see Relentless Pursuit)

Combat:

Attack (Bite): 11 dice (Damage 14, minimum 5)

Attack (Claws): 13 dice (Damage 14, minimum 4) A Deathclaw’s claws can easily shred armour, allowing for piercing attacks.

Grapple: 8 dice (10 to control)

Combat Movement: 9 dice

Evasion: 4 Parry: 6

Soak/Hardness: 12/4

Special Attacks

Advancing Charge: If the Deathclaw has taken a rush action and moves from short to close range of an opponent, than any threshold dice on the Rush roll is counted as additional post- soak damage on a withering attack. If the opponent’s last action was a Disengage/Withdraw action or the Deathclaw made a surprise/ambush attack, these dice are turned into automatic successes.

Armour Breaker: Against an opponent with lower initiative, the Deathclaw is able to use piercing attacks without sacrificing a point of defense or initiative.

Bloodhunt: A Deathclaw adds his opponent’s current wound penalty to his damage on a 1:1 basis. Post soak if withering, additional damage if decisive.

Deathclaw’s Fury: Whenever the Deathclaw manages to crash a target, they are allowed to make an immediate follow up attack that can either be withering or decisive at their leisure. Once per battle, if the Deathclaw has knocked someone away with Vicious Pounce after using Advancing Charge, than the Deathclaw may pay one willpower to trigger this ability, adding either (5 + Threshold successes on rush) dice to a decisive attack or adding the same amount of post soak dice as Advancing Charge did (With them counting as automatic successes)

Furious Rampage: Whenever the Deathclaw attacks or rushes an enemy who is in Initiative Crash, it adds three automatic successes on the roll.

Vicious Pounce: If the Deathclaws has moved at least one range brand before attacking their target and their attack does either 5+ withering damage or any decisive damage, the Deathclaw may knock their opponent one brand away and prone. The Deathclaw can use this melee combat without having moved first so long as he pays 1 willpower before doing so. This forced movement a range brand away does trigger the rush action’s reflexive move.

Merits

Pain Tolerance: Deathclaws do not suffer any wound penalties to their defense until they reach their -4 health levels, and even then they only suffer a -2 penalty instead.

Swift Hunter: The Deathclaw may double 9s on any test of speed to chase after its prey.

Relentless Pursuit: The Deathclaw applies the double 8s rule on any scent-based Awareness roll or on any roll to track by scent so long as it's within the Deathclaw’s territory or double 9s otherwise. It adds three automatic successes on any roll made to oppose an enemy’s (Dexterity + Stealth) roll using scent within its territory, or outside of its territory adding an amount of bonus dice equal to the wound penalty of its quarry.

EX-Mode Abilities

Accuracy Up: Deathclaws are automatically counted to complex something such as a level 1 stunt on all rolls, adding two dice to all rolls (Except damage). A battlegroup composed of Deathclaws do not gain this benefit.

Advancing Charge: The Deathclaws suffers no penalties from attempting to flurry a rush and attack roll in the same turn so long as he’s within short range of his target.

Berserk: If a Mother or Alpha Deathclaw is protecting their nest, they adds any wound penalties they have to all rolls rather than subtract them.

Swift Hunter: Against a wounded opponent, the Deathclaw adds the opponent’s wound penalty as bonus dice.

Emerald Monkey

These green skinned simiens are a common sight in the jungles of the East. These small monkeys are not strong enough to be a direct threat, they can be trained to perform various other small tasks, such as scouting an enemy base, serving as loud distractions, or stealing some various small trinket. The last bit is something they’re extremely adept at, and travellers to the East are warned to keep a sharp eye on their backpack or belongings at all times least an Emerald Monkey steal it when they least expect it. Monkey’s can be trained to be smart as a small child of about six years old, and can be expected to accomplish orders that a six year old can understand.

Emerald Monkey’s typically start running anytime starts to wave something threatening at them or a single level of damage is dealt.

The stats for any small monkey can also apply to the Emerald Monkey’s.

Difficulty: Almost none, but their main threat is pissing players off when their stuff is constantly stolen or having various tricks done to them pre-battle such as unloading weapons.

Suggested Type: Insignificant, but when chasing after one to hunt down an item it could be special whatever makes more sense for the narrative.

Essence: 1 Willpower: 4 Join Battle: 6 dice

Health Levels: -0/-1/-2/Incap.

Speed Bonus: You gotta be like REALLY tiny

Actions: Any Stealing Related Roll: 7 dice (See Yoink!); Climbing: 8 dice; Senses: 7 dice; Stealth: 8 dice (see Camoflauge);

Appearance 2, Resolve 2, Guile 1

Combat:

Bite: 10 dice, 5L damage

Fling Poo: 8 dice, no damage but the target will be really grossed out with a -2 penalty from the smell if they’re not used to monkeys.

Combat Movement: 8 dice

Evasion: 4 Parry: 2

Soak/Hardness: 2/0

Merits

Camouflage: The Green Monkey doubles all 9s on stealth rolls when in its native environment of jungle Forest.

Climber: The Monkey is capable of scampering up trees just as fast as it can run on the ground. A Green Monkey is capable of running directly up a green at one range brand per turn. They never need to make climb checks unless the tree is violently shaking or covered in soap or something slipper.

Distraction Master: If a Monkey successfully pulls off a distraction gambit, the gambit only costs half the amount of initiative, rounded down.

Jungle Menace: Ignore up to three points of penalties that arise from jungle environments, mainly related to movement but could also be things such as gathering food. This includes moving while in in Stealth.

Yoink!: Green Monkey’s apply a -3 penalty when one attempts to sense them stealing by touch. All other actions that involve stealing double 9s.

Gravehounds

Bred in Sijan as a form of enhanced war hound capable of dealing with the dead, Gravehounds appear as large furless with a sickly and sorrowful expression on their faces (even when they are healthy). Gravehounds are useful to Sijanese or Abyssals as they do not fear dead nor the Underworld. Whenever a Gravehound consumes the flesh of a recently deceased, it is capable regaining all their memories for a number of days for a limited duration. Often Gravehounds who do this may attempt to accomplish some last urgent task such as telling a loved one or a lord the last report of a noble scout. More sadistic people use this to extract information out of a dead man.

Gravehounds are very uncommon outside of the Scavenger Lands, though they are known to exist in the Underworld as well.

Traits: As per the Wolf in Exalted 3e, except with the following abilities.

Special Attacks

Spectral Seal: Whenever a Gravehound has a spirit based target grappled, they are forbidden to dematerialize so long as the Gravehound remains latched onto them.

Merits

Consume Memories: When a Gravehound consumes a recently deceased body, he is able to absorb all the memories and intimacies of the recently deceased. For a number of days after the ’s (Willpower), the Grave Hound uses the non-physical traits the recently deceased had (Albeit it does not change its appearance).

Foot in Death’s Door: A Gravehound is capable of perceiving undead spirits who are dematerialized normally with all of its senses. They are also able to physically touch, restrain, and attack undead creatures who are dematerialized.

Ice Weasels

Ice Weasel’s are predators of north, the three feet feet long creatures hunt alone through the icy dunes. Despite their size and innocent appearance, they are known for being incredibly dangerous creatures who can tear off the arm of a grown man with ease. Pelts of these creatures are highly treasured valued across Creation, easily going for two dots of resources (Resources three elsewhere). With their incredible sense of smell and speed, they are capable of chasing their prey across the vast expanses of the north. Creatures of the north such as Hushed Ones or Lunars have been known to train Ice Weasels to use them as powerful ambush predators.

Difficulty: Similar to the Great Cat, but with a nasty little trick up its sleeve. Shouldn’t be overly difficult for most people however.

Suggested Type: Strong / Special

Essence: 1 Willpower: 5 Join Battle: 5 dice

Health Levels: -0/-1x4/-4/Incap.

Actions: Feats of Strength: 7 dice (may attempt Strength 5 feats); Senses: 7 dice (see Keen Scent and Night Vision); Stealth: 8 dice (see Camouflage); Tracking: 6 dice (see Keen Scent)

Appearance 3, Resolve 3, Guile 1

Combat:

Bite: 11 dice, 12L damage

Grapple: 10 dice (9 to control)

Combat Movement: 10 dice

Evasion: 4 Parry: 5

Soak/Hardness: 6/0

Special Attacks

Ambush Hunter: The Ice Weasel adds three dice on all attack rolls made from stealth.

Clamp Down: An Ice Weasel that deals 3+ levels of damage to a victim with a decisive bite attack may pay a point of Willpower to begin grappling them, making the opposed roll to establish control over the clinch. A successful clinch adds +1 to the base Initiative it resets to for every round of control it gains. Once per fight.

Leaping Pounce: If a Ice Weasel moves into close range with an enemy the size of a full grown man or smaller and deals 5+ damage to it with a withering attack on the same turn, it may pay a point of Willpower to reflexively make a grapple gambit against its prey.

Locked Jaw: The Ice Weasel is known for its jaw strength, and once it locks around someone’s limb with a good enough grip it's capable of tearing the entire thing off. Once an Ice Weasel has control of a grapple for three turns than control rounds become irrelevant. The Ice Weasel will remain on the opponent until either its jaw is broken or the limb is torn clean off (Killing the Ice Weasel won’t work, it's jaw must be broken). If an Ice Weasel manages to launch a decisive attack on a crashed opponent and do at least a single level of lethal damage, than it is capable of tearing the limb directly off the target itself. Magical creatures such as the Exalted are more hardy, and merely have the limb rendered useless for the scene.

Merits

Adapted to Cold: The Ice Weasel adds +2 dice and doubles 9s to any Resistance or Survival check involving the temperature or other winter related hazards of the north.

Camouflage: The Ice Weasel doubles all 9s on stealth rolls when in its native environment of icy tundra.

Keen Nose: The Ice Weasel double 9s on any perception roll involving their sense of smell.

Snow Predator (Latent): The white fur the Ice Weasel makes it hard to spot in the snow even while moving. Ice Weasel’s ignore the -3 penalty to stealth for moving while cloaked so long as the terrain is ice or snow or white.

EX-Mode Abilities

Accuracy Up: Increase the Accuracy of the unit’s attacks by +2, counting as a stunt bonus. This does not apply when in a battlegroup.

Locked Jaw: For exalted users, the limb remains crippled until they receive proper medical treatment or heal the damage. Lockjaws

Many stories about how Lockjaws first appeared in the Western oceans are as numerous as the fish are themselves. A tornado carried fresh water fish into the deep wyld where they mutated into more deadly predators, a god jealous of Siakal’s power in the West made the fish in order to compete with her, ancient super-predators of a primordial Creation have once again awoken from their ancient slumber, either way the result is the same. An orange size fish about the size of a man’s hand and a jaw that can open up to about the size of its body. These fish constantly prowl the Western oceans looking for anything to eat; such as wood, meat, metal, meat, ships, meat, exalts, and finally meat. Incredibly aggressive towards anything not another Lockjaw, the fish are known to be large problems in the West. Siakal especially hates them with an undying fury, and if any of her priests sacrifice blood to this creatures than she’ll demand the priest him to be thrown into the jaws of her sons and daughters. Siakal may want blood split, but the only blood she wants are from Lockjaws or those trying to kill them.

Difficulty: Lockjaws are a joke by themselves, but in a massive group they become nightmares to everything floating in the water.

Suggested Type: Insignificant

Essence: 1 Willpower: 4 Join Battle: 5 dice

Health Levels: -0x1/-1x1/-2x1/Incap A single Lockjaw is something a single adult can easily do, and when the situation arises a single successful attack roll to hit can kill one. However they rarely appear alone...

Sample Intimacies: ● Defining: Food (Tie), Fish Food (Tie) ● Major: Food (Tie) ● Minor: Food (Tie)

Actions: Feats of Strength: 6 dice (May attempt Strength 3 Feats of Strength, see Iron Jaw); Senses: 6 dice (see Blood Scent); Swim: 7 dice; Tracking: 3 dice (see Blood Scent)

Resolve 2, Guile 1

Combat:

Bite: 9 dice, 12L damage

Combat Movement: 7 dice

Evasion: 3 Parry: 1

Soak/Hardness: 3/0

Special Attacks

Blood Lust: Upon smelling blood in the water, Lockjaws abandon whatever reason they have left in the sole minded purpose to consume prey. As soon as someone takes a single level of lethal damage (Or even something cosmetic like a nosebleed) the Lockjaws go into a frenzy, granting them Perfect Morale and an average drill.

Go for the Jugular!: Against a unit in initiative crash, Lockjaws add an amount of automatic successes to attack rolls equal to the opponent’s current wound penalty. One roll is still made against all targets within range of the battlegroup, but only those harmed get the bonus successes compared to their defense.

Iron Jaw: Lockjaws are capable of eating virtually any matter they can virtually get their mouths around. Swords, wood, people, all can be eaten and digested by the Lockjaws. For each point of size the Lockjaws have they increase the dice pool for their feats of strength and their effective strength by 1. Additionally Lockjaws add a number of automatic successes to such rolls equal to (Size/2). Due to their size, a Lockjaw battle group can apply this to every ship within its radius.

Merits

Blood Scent: The siaka adds three automatic successes on any Perception-based roll to sense the presence of blood in the water, and can smell even a drop of blood from hundreds of miles away. If it is specifically attempting to track or detect a character who is bleeding, it adds an additional automatic success for each point of wound penalty that character is suffering.

Endless Swarm: The fast breeding Lockjaws are known to swim in massive schools time to time. When used as part of a battle group, increase the magnitude size by an amount equal to (Current Size/2, round up). This represents the sheer size in numbers.

Shark Sleep: Same as the Siaka. Siaka do not ever truly sleep, remaining constantly active. Instead, they may enter a resting phase, during which they remain conscious and can still move, but cannot attack or take other involved physical actions without disrupting their rest. Eight hours spent in this resting phase is equivalent to a night’s sleep for the siaka.

Flaws

Fish Food: Lockjaws go crazy for food designed to feed normal pet fish and no one knows why. If a person has fish food, then they may attempt a gambit at a difficulty of (2 + [Current Size/2]). If successful then for one action the size of the Lockjaw battle group will be reduced by 2 for all effective stats, if the battle group is size 2 this could even force a withdraw! Of course, a brave soul who is bleeding (one level of lethal damage) could attempt to lead the fish away.

EX-Mode Abilities

Accuracy Up: Increase the accuracy of this unit by +2, this is represented as a stunt bonus.

Endless Swarm +: The bonus to magnitude is increased to Size x2 instead of just Size.

Go for the Jugular!: The damage bonus related to size is turned into post soak against targets in initiative crash.

Heavy Teeth: The incredibly sharp teeth of the Lockjaw are capable of shredding apart the toughest of armour, granting them the piercing keyword.

Wyvern

Wyvern with Wyvern Rider

Wyverns are a rare sight in Creation, a high maintenance animal due to extremely finicky way they set up their nest and their temperament often makes them more trouble than they’re worth for most people. The people who are known to tame Wyverns are known as Wyvern Riders and are regarded as some of the most elite shock troops in all of Creation. Wyverns are most commonly seen in the South or Southeast, liking the warm climates and making their nests in high locations which allow them to spot prey more easily and protect their young. In the Scavenger Lands however there is a small Kingdom known as the Gardo Empire which is known to make heavy use of Wyverns not only for attacking other nations, but also for thwarting Mount Metagalapa’s Hawk Riders. Given the Wyvern’s tougher scales and vicious natural weapon, they are more than a match for Hawk Riders.

Difficulty: Fighting Wyverns out in the open is an annoying prospect, with strong mobility and flight to constantly harass others. However it is nothing players shouldn’t be able to handle, and if you lure one into a cave or some such the mobility drastically decreases.

Suggested Type: Strong

Essence: 1 Willpower: 5 Join Battle: 6 dice

Health Levels: -0x3/-1x3/-2x3/-4x1/Incap . Wild Wyverns will generally flee after taking 6 levels of damage, but if protecting their nest they will fight to the death.

Speed Bonus: +1 (+4 in air)

Actions: Feats of Strength: 8 dice (May attempt Strength 5 Feats of Strength); Resist Poison/Disease: 7 dice (See Hard Gullet); Senses: 6 dice (See Airborne Hunter); Tracking: 6 dice

Combat:

Attack (Bite): 9 dice (Damage 15)

Attack (Claw): 11 dice (Damage 11)

Attack (Grapple): 8 dice (7 dice to control)

Combat Movement: 8 dice (See Tireless Wings)

Evasion: 4 Parry: 3

Soak/Hardness: 8/4

Special Attacks

Armour Crusher (Latent): If the Wyvern takes a movement toward an opponent and then makes an attack, the next attack they make ignores 4 points of the opponent's armour.

Death Dive: As long as the Wyvern is able to soar up to long range from the ground, it may dive down at an enemy with devastating force. The first time it moves down into close range with an enemy while airborne and makes a decisive attack, it may add four dice to the attack roll and apply the double 10s rule on the damage roll. Once it has used this special attack, it must regain altitude, returning back to vertical long range before it can do so again.

Merits

Airborne Hunter: Being a predator of the air, the Wyvern’s eyes are keen on spotting things from the air. Double all 9s on Sight based rolls while in the air.

Aerial Speed Demon: When competing against creatures on the ground while in the air, the Wyvern my keep and reroll all 10s it gains on rushes against its opponent.

Darting Target: A Wyvern normally fights by constantly attempting to dart in and out of the targets range. If a Wyvern flies into close range of the opponent, than until the end of their next turn they turn one die on disengage rolls into an automatic success.

Hard Gullet: The Wyvern has adapted its stomach to food that would normally be toxic to other creatures, as they’re not picky. Add +2 automatic successes to resist poison or disease from food the Wyvern has ingested.

Tireless Wings: The Wyvern’s wings are very large and efficient, capable of carrying it across vast distances with little physical effort. Flying for the Wyvern is no more difficult than walking. In addition when it is flying it gains +3 dice on all combat movement rolls.

EX-Mode Abilities

Accuracy Up: Wyverns are automatically counted to complex something such as a level 1 stunt on all rolls, adding two dice to all rolls (Except damage).

Aerial Speed Demon: Against people attempting Withdraw actions, the Wyvern can rush from medium range.

Ground Terror: The Wyvern turns one die on its attack roll into an automatic success whenever it attacks a target incapable of flight from the air. Against characters who lack the Reaching tag on their weapons, its defense increases by 1.

Automatons

Arete-Series Artificial Heroes (ASAH-001) Familiar •••

The bodies of these advanced automatons are grown from obsidian in the stylized likeness of perfect human physiques, devoid of distinguishing features and yet perfectly proportioned blank-masked mannequins. When they move, their stone bends to its new position as though sheared by volcanic force. At the heart of each burns a blessed effigy of the Unconquered Sun so bright that it shines like a burning Solar anima through their nigh-opaque exterior. A molten mantle of orichalcum flows like blood through their bodies. In battle, their stone cracks and an eruption of superheated liquid alloy forms into the desired weapon until reabsorbed. The synthetic warriors are largely silent combatants, designed to let the poetry and brilliance of their prowess speak for them. They know only Old Realm. Although they failed to provide a viable alternative to the Terrestrial Exalted as originally envisioned, they remain among the most advanced models of battle automaton ever designed: fast, strong, fierce and adaptive.

Aries has been a unique Arete as her creator has often told her that she was a twofold Creation: Not only was she a lethal bodyguard but also had a personality installed within her as well. Aries lives, thinks, and interacts with people just like any other person does. She has wondered where her master went however after he left for dinner all those centuries ago, leaving her all alone the Denandsor. Sure some interesting things happen, such as the Fey that came in droves centuries ago, but whenever someone comes into the city they always leave screaming before she can invite them to do anything. Until her master comes back or she hears proof of her demise however, she is forced to remain in Denandsor, conflicting with her Automaton core programming in which she wants to desperately explore the world and hear the telling tale of heroes themselves.

Suggested Type: Special generally, but if the PC’s are really strong then Strong.

Difficulty: Certainly not an opponent for the lighthearted, Arete’s are often made to challenge experienced Exalted themselves and even players who pick 5/5 in their primary combat stat.

Essence: 3 Willpower: 10 Join Battle: 12 dice

Personal Motes: 30/30

Health Levels: 10x -0/Incap

Actions: Feats of Strength: 12 dice (May attempt Strength 7 Feats of Strength), Craft: 9 dice (Always a speciality with Arete’s and maintaining magical infrastructure, weapons, armour, jewelery, buildings + manses, whatever else the ST needs), Social actions: 1 die, all other rolls: 12 dice (9 dice if intelligence is used)

Appearance 3, Resolve 6 (See Automaton), Guile 1

Combat:

Attack (Daiklave): 15 dice, 20/4L Damage, +1 Defense, see Masterwork Aureate Arsenal

Attack (Goremaul): 15 dice, 20/4L Damage, +1 Defense, see Masterwork Aureate Arsenal

Attack (Razor Claws): 17 dice, 18/3L Damage, +1 Defense, see Masterwork Aureate Arsenal

Attack (Grand Daiklave): 13 dice, 22/6L Damage, +0 Defense, see Masterwork Aureate Arsenal

Attack (Short Powerbow): 17 dice at short, 18/3L Damage, +1 Defense, see Masterwork Aureate Arsenal

Combat Movement: 12 dice

Evasion: 6 Parry: 7 (6 with Grand Daiklave)

Soak/Hardness: 14/7 (+8/7 Obsidian Shell, no mobility or fatigue penalty)

Merits

Art in Motion: As a permanent enhancement of their capabilities, Arete automatons do not accrue normal flurry penalties. Instead, Arete’s may flurry any two actions at no penalty but may still only take one attack action per turn. Aretes have permanent enchantments duplicating the effects of the following Solar Charms of Exalted: Graceful Crane Stance, Soaring Crane Leap, Lightning Speed, Spider-Foot Style and Feather-Foot Style.

Automaton: Automatons are immune to poison and disease, and have no need to eat, drink, breathe, or sleep. As a general rule, they treat all social influence as unacceptable, unless following the orders of their master or faced with magic such as the Dawn Caste anima power.

Beauty-Appreciating Eye: The automatons benefit from permanent enchantments upgrading their senses, duplicating the effects of the following Solar Charms: Unshakeable Bloodhound Technique (enhances all tracking efforts, but with no Charm roll-off bonus), All-Encompassing Sorcerer’s Sight (automatically identifies magic without Occult roll), Keen Sense Technique and Unsurpassed Sense Discipline (Vision, Hearing/Touch).

Dynamic Crystal Design: The automatons can melt and internally re-forge damaged or worn- out components, allowing them to heal two bashing or one lethal level each time their turn begins (or every five seconds out of combat), which fails to work if they’re in initiative crash. Aggravated damage heals one level per day. These systems also obviate the need for the periodic maintenance common to less advanced models. Once “killed” with injury, one can be hacked apart to stop regeneration. Amputated body parts fuse back into place the moment they are reconnected and heal proportionally to their state (half intact means half health at max, plus pertinent Crippling from remaining amputation). At least half the body must be restored for severely damaged Aretes to regain “consciousness” and begin gathering missing pieces. The constructs know nothing of pain (immune to wound penalties and other pain-based Crippling effects).

Masterwork Aureate Arsenal: The automatons can reflexively grow any basic orichalcum weapon upon declaring an attack (or being declared the target of an attack), provided it has the requisite free hands to wield it. Once made, the weapon can’t be changed out for another until the unit’s DV refreshes. Grown weapons aren’t a valid target for non-amputating disarming attempts, add an extra +2 damage from their superheated state and generate infinite mundane ammunition as needed from the automaton’s own Essence-charged radiance.

Tactical Analysis Protocols: Aretes adapt to their attackers, applying onslaught as a DV bonus rather than penalty. Arete composed battle groups always have Perfect Morale, Elite drill, and a Might of 2.

EX-Mode Abilities

Adaptive Learning Algorithms: Upon seeing a target’s actions at least once, the Arete is able to adapt to their targets to alarming efficiency. Upon seeing a target defend against an Arete’s attacks at least once the Arete may spend 1m 1i per automatic success it wishes to purchase on an attack roll to a maximum of 3. Against a target who has disengaged/rushed the Arete, the Arete may spend 1m 1i per automatic success on any such roll, to a maximum of 3.

Beauty-Appreciating Eye: In addition to its normal effects, the Arete Automaton may pay 1m per 10 that appears in his join battle roll in order to cascade them, paying an additional mote for each extra success.

Dynamic Crystal Design: In addition to its normal effects, Arete’s are capable of returning from death even in incredibly harsh circumstances. Upon checking off the incapacitated level, the Arete may return from combat three turns later as if it merely suffered initiative crash, checking off the incapacitated box upon doing so and standing back up to fight once more. The only way to stop this from happening is a special Coup de Grace action in where your character separates the Automaton apart in order to stop it from reactivating. This action is a simple action and may be placed in a flurry.

Masterwork Aureate Arsenal: In addition to its normal effects, the Arete may pay 1m per 10 that appears in the damage roll in order to cascade those die (paying additional motes per 10 that appears). On a decisive damage roll, the Arete may pay 1m per 10 that appears in order for that die to count as two successes.

Obsidian Shell Protection: The Arete Automaton gains all the unique charms that the spell Invulnerable Skin of Bronze provides, which cannot be dispelled (In lieu of anima levels, Invincible God Metal Flash may only be used once per scene instead with a reset condition of taking three attacks which deal no damage). Additionally the Arete may spend 1m per 1 that appears in the damage roll of the opponent, lowering the damage by 1 and netting the Arete 1i.

Hounds of Autochton

Originally constructed by Autochthon before his disappearance from Creation, these dogs were originally made herd Furnace Rhinos. Standing nearly 10 feet tall at each shoulder while being mostly made out of a single magical material, they silently roam the areas in the South performing their duties even after thousands of years. Out of the Creations in the South Autochton only made a handful of these creatures, and now only about half their numbers remain.

It is also said that Hounds of Autochton, or their larger brothers the Alchemical Battle Beasts, are said to roam important areas to Autochton within Creation or his domain within Yu-Shan.

Difficulty: The Hounds of Autochton are a far more durable and rarer version of the template,

Suggested Type: Strong / Special

Essence: 5 Willpower: 7 Join Battle: 9 dice

Personal Motes: 50/50

Health Levels: -0x3/-1x4/-2x2/-4/Incap. The Hounds have no sense of fear, but unless protecting something valuable to Autochton will retreat after taking seven levels of damage.

Speed Bonus: +3, but without Autochton ordering them they won’t allow anyone on their back.

Actions: Feats of Strength: 6 dice (may attempt Strength 3 Feats of Strength); Intimidate: 3 dice; Resisting Hardship: 6 dice; Senses: 8 dice (see Keen Nose); Stealth: 8 dice; Tracking: 8 dice (see Keen Nose)

Appearance 3, Resolve 4, Guile 1

Combat:

Bite: 11 dice, 13L/3 damage

Grapple: 8 dice (7 to control)

Combat Movement: 8 dice

Evasion: 5 Parry: 3

Soak/Hardness: 10/5 (Magical Material Skin)

Template

Dog/Wolf: Unless mentioned otherwise, Hounds of Autochton have the exact same Special attacks and merits as a wolf. All Latent and Magical options are also automatically unlocked for the Hounds.

Merits

Automaton: Automatons are immune to poison and disease, and have no need to eat, drink, breathe, or sleep. As a general rule, they treat all social influence as unacceptable, unless following the orders of their master or faced with magic such as the Dawn Caste anima power. Automaton battle groups have perfect morale. The Drill of such units is often considered Average.

Inevitable Escape: Given time, Hounds of Autochthon can chew through any chain, dig out of any pit or escape from any pen or trap. Even magical bindings or prisons fail in time, often with no sign of how the hound got out. If it becomes relevant in play, roll the beast’s Willpower on regular increments. The hound escapes after five successes. Roll daily for mundane means of restraint (if the hound cannot simply break out with an ordinary feat of strength or attack); weekly, for extraordinary fetters such as a jadesteel cage, or those employing simple Charms, artifacts, thaumaturgy or Terrestrial Circle sorcery; and monthly for powerful artifacts or sorcery. Even N/A artifacts, entities of comparable power or throwing a hound into Elsewhere merely extend the time scale to years.

Keen Nose: When making perception rolls based on smell, the Hounds of Autochton double all 9s and add two automatic successes to any roll.

Loyal Guardian: The Hound of Autochton is able to flurry a defend other action with an attack without the usual penalties if protecting another hound.

Magical Material Construction: Depending on their magical Material base, each hound of Autochton will get a different upgrade: ● Sun Dogs: Appearing like a Mastiff with a like mane and glittering golden coat, the howls of these creatures can be heard for miles. Sun Dogs are stronger than other dogs, having +2 Strength (Meaning that they at least add +2 damage to attacks), can attempt Strength 5 feats of Strength, double 9s on all Feats of Strength rolls, and their attacks have the piercing tag. ● Moon Dogs: These lean creatures have smooth Silver Coats and whiplike tails. These hounds are far quicker than most other Hounds, adding +2 to their combat movement speed, doubling 9s on all combat movement rolls, and may take their next action three ticks faster than what they normally could. ● Jadehound: These bulky stone like dogs are deceptively agile for their size, standing only nine feet tall and still able shrug off blows far better than their other cousins. Increse the soak and hardness of a Jadehound to 15/10 respectively, all wound penalties count as one less, and lastly add two dice to resist hardship and double all 9s on such rolls. ● Starhounds: Starhounds have thick grey coats but are rarely seen, always appearing to be in the area where others are not known to look. Starhounds add +2 dice to their stealth pool, double all 9s on stealth rolls, are capable of adding all threshold damage to post-soak on withering attacks or as extra damage on decisive attacks when made from stealth, and lastly are still capable of making ambush attacks after a fight has begun so long as they meet other criteria are met. ● Nighthounds: Appear as ebon black sun dogs with solid white eyes. The Silent Killers are known to never bark and their very stare and bite is said to drain the soul out of a target completely and that they will chase their quarry to the ends of the earth. Nighthounds add +2 dice to all perception or tracking based rolls and double all 9s from such things, double 9s (withering) or double 10s (decisive) on damage rolls against spiritual OR mortal based targets, and every successful attack against an exalted target must have the defender pay either three motes or one willpower lest they apply the doubling rule on them as well.

Regeneration: The hounds recover one level of non-aggravated damage every 15 minutes. Aggravated damage takes the same amount of time as the Exalted to heal.

Sense Intrusions: Hounds of Autochthon sometimes know when forces of the Wyld or (less often) Malfeas or the Underworld launch assaults into Creation, or when ancient seals are about to be broken. Even the wisest gods and savants don’t know how, but considering who made them, they might receive warnings directly from the Loom of Fate.

Southern Adaptation: When resisting hazards or weather common in the south, the hounds add +3 automatic successes to the roll and may soak southern environmental hazards with a soak of 3.

Spectral Adaptation: A Hound of Autochton is capable of perceiving any spirit who are dematerialized normally with all of its senses. They are also able to physically touch, restrain, and attack such creatures who are dematerialized.

Wyld Resistance: The unnatural influence of the Wyld has no effect on these hounds. They treat themselves as having Integrity Protecting Prana active at all times.

EX-Mode Abilities

Accuracy Up: Increase the Accuracy of the unit’s attacks by +2, counting as a stunt bonus.

Principle of Motion (10m, 1wp; Reflexive; Instant; Essence 2): The Hounds of Autochton move with blinding speed, taking a flurry without the usual restrictions—it can flurry two of the same action if desired, and it ignores the usual penalties to dice pools and Defense.

Regeneration: One level of damage once every three turns while in battle. In order to properly KO a Hound of Autochton for good, the attack must perform a miscellaneous coup de grace action which may not be flurried.

VTX-001 “Bartoll”

In the face of an ever growing amount of aggressive aliens, the United Earth Directorate sent out contracts to various companies in order to make a next-generation fighting mechanoid in order to replace the obsolete Gespenst and even Huckebein MKII. The VTX-001, otherwise known as Bartoll, is the solution that Wong Heavy Industries produced. With everything going into speed and power, the paper thin armour the Bartoll appears to leave much to be desired. The Bartolls true power and potential however lies within the ODE System that is shared amongst the network of Bartolls, allowing their combat prowess to grow in proportion to the number currently within the immediate area in addition to their cognitive abilities. This allows Bartolls to rarely be victims to attacks and tactics used twice in succession against them as they adapt on the fly to counter their opponents. Concerns mount however over the risk of an completely AI controlled army, as if what would happen if that army happened to fall into the wrong hands...

As Automatons, Bartolls are fearless and conduct their orders to the letter. They are armed with a variety of lethal and non-lethal weaponry. Their armour is paper thin on purpose not only to increase speed, but the idea is that once the ODE System has had sufficient time to analyze an opponent than that opponent will be fighting an uphill battle unless they are particularly crafty. Often times command variants of Bartolls exist, often having different or exotic weaponry to deal with specific threats that normal Bartolls have trouble with.

Suggested Type: Almost always Special, can be composed of Battle Groups.

Difficulty: Very hard. Bartolls are easy to take on as singular enemies, but in groups the ODE System makes them a devastating force to be dealt with. In addition the longer a battle goes on against them the harder it becomes, in both battle groups and singular opponents. The entire premise is to overwhelm an opponent with superior numbers, and if Bartolls determine that they cannot beat an opponent and have no other pressing issues, they will often retreat failing battles.

Essence: 2 Willpower: 5 Join Battle: 9 dice

Health Levels: 1x -0/3x -1/3x -2/Incap

Actions: Any Awareness roll: 8 dice, Analyzing Opponents: 8 dice, Command: 8 dice (May only be used to command other Bartolls), Feats of Strength: 12 dice (May attempt Strength 7 Feats of Strength), Tactics: 7 dice, Tracking: 7 dice

Appearance 2, Resolve 5 (See Automaton), Guile 3

Combat:

Attack (Wrist Beam Sabers): 12 dice, 14/3L Damage, +1 Defense, see Beam Saber entry

Attack (Wrist Laser Blast): 12 dice at Short range, 11/2L Damage

Attack (Arm Missile Pod): 12 dice at Short, 15/1L Damage

Attack (Knockout Gas): 13 dice at Short, special, see Knockout Gas Entry

Combat Movement: 8 dice

Evasion: 4, Parry: 4

Soak/Hardness: 4/0

Special Attacks

Wrist Beam Saber: The wrist mounted Beam weapons of the Bartoll are very effective against mundane arms and armour. For each successful decisive attack or withering attack that deals five or more damage, the opponent's armour is reduced by one until it can be fixed or repaired. This does not apply to artifact arms and armour. Additionally the Bartoll’s sabers are mounted directly on its wrists, gaining the Natural tag and thus cannot be disarmed.

Knockout Gas: In order to take an assigned target captive, a Baroll may deploy knockout gas. This is represented as a special gambit that attacks everyone within close range of the target with a special gambit of difficulty 3 (Roll once for all opponents and for the gambit roll). Everyone within the area must immediately check as if they took a dose of Arrow Venom, and if anyone affected by this poison crashes, than the poison penalty increases by an additional -1 for each round. If this exceeds or meets the victim's stamina, then they are immediately rendered unconscious.

Merits

Adaptive Learning Algorithms: Any attack or tactic used against them has much less effect in the future. When using a charm or spell against a Bartoll, one of the actions of a nearby Bartoll will be to immediately scan this new phenomena (In combat groups, this reduces their size by 1 for a turn unless a commander does this for them), after scanning this new action the Bartolls will no longer take any sort of onslaught against similar attacks for the rest of the scene against that opponent. In addition each time the attack is repeated the Bartoll may pay 2i per +1 defense, up to a maximum of +3. The ways to counter this are to use attacks the Bartolls have not analyzed yet, such as a new weapon (Switching from Sword to a Spear), using a new charm or spell, getting a level 2 or higher stunt, or attacking in a way that is largely unorthodox (EX: Stunting your attack by throwing out a crystal vase, shooting the crystal vase, then letting the shrapnel shred multiple Bartolls). Rushing/Disengage attempts are also analyzed in the same way, and each attempt an opponent makes against a Bartoll (Win or lose) allows the Bartoll to spend 2i per success it wishes to purchase in future rush/disengage attempts, to a maximum of 3 (Starts at 1, each additional attempt allows the Bartoll to purchase another). This isn’t shown as the Bartoll suddenly becoming faster, but rather knowing how to cut their opponent off or what moves they’ll take in order to make a safe retreat far more hazardous.

Automaton: Automatons are immune to poison and disease, and have no need to eat, drink, breathe, or sleep. As a general rule, they treat all social influence as unacceptable, unless following the orders of their master or faced with magic such as the Dawn Caste anima power. Automaton battle groups have perfect morale. The Drill of such units is often considered Average, but there are upgraded computer modules that improve processing power and could give Bartolls access to Elite functionality (For the GM’s who really want to give players a challenge)

Flight: The Bartoll is capable of flight due to its Tesla Drive. Outside of combat it can move as fast as an airplane normally would, but this is rare as it is not normally designed for long distance flights. Some storytellers may wish to limit this.

Networked Intelligence: The Bartoll’s shared networking allows them to share senses and data in order to accomplish complex goals and ideals with surprising clarity despite being an AI. The Bartoll gains a number of bonus die equal to the size of the combat group it would currently have to all actions listed in the Action list, and if more than one Bartoll is in the area but not enough for a battle group treat it as a +1 bonus. Additionally if they lack a commander to oversee their combat group, the Bartolls are able to take a collective command action themselves

ODE System: The Omni Dendro Encephalon System is the latest in Technology from Wong Heavy Industries, allowing a networked group of automatons to function in near perfect harmony. When fighting as singular units, all Bartolls in the area begin each turn with the highest initiative amongst any single one of them, while for each turn a commander/single unit Bartoll has higher initiative than his friendly combat group than the initiative of the battle group increases by +2. If a Bartoll makes a decisive attack, than the remaining Bartolls with active initiative tracks need each pay an amount of initiative in order to bring the initiative of the reset Bartoll as equal to the rest of the group at the beginning of their next turn. Bartolls who are crashed do not gain this bonus. In mass combat they are treated as having Might 1 the very instant they are subject to an attack from an opponent on the enemy side, raising to Might 2 if they manage to crash a single person.

Optical Enhancement: The Bartoll has access to the following Optical Enhancements at all times: ● Ultraperipheral Awareness: The Bartoll has a 360 degree view of its surroundings at all times. ● Recording Systems: Each Bartoll records up to the previous day of footage. This is significant as the bonuses from the Adaptive Learning Algorithms trait will remain for the day.

Pack Hunting: When the Bartoll attacks an enemy, it adds one automatic success to the attack roll for each allied pack member in close range to that enemy for melee or short for ranged weapons, to a maximum of three successes. On a decisive attack, it may also pay a point of Willpower to add that many dice to the raw damage of the attack, representing its packmates joining in the attack. In a Combat Group, Bartolls gain an additional +1 automatic success on attacks against non-battlegroup opponents or battlegroups to which they have superior numbers against at all times. This special attack can only be used with other Bartolls.

Flaws

Thin Armour: For all the advancements in the Bartoll, the armour and durability was the one thing that was sacrificed in order to make efficient for mass production. Instead of making a normal decisive attack against a Bartoll, one can just make a gambit roll with the successes on the gambit roll being applied as health damage directly to the Bartoll and the attacker only losing (Amount of successes on gambit roll +1, maximum of 7) initiative.

EX-Mode

Thin Armour: Bartolls lack this flaw.

Knowledge Checks

Difficulty 3: With a difficulty 3 check, the player is able know about any system the Bartoll has before battle and how it works, such as the ODE System or Adaptive Learning Algorithms. Each three threshold successes over the difficulty allows knowledge of one other system. Dead

Doom

Archvile

Fucking Archviles

Archviles are something akin to the Bishop’s of the Neverborn, constantly wanting to spread their word to the death of all things. Despite constantly being consumed alive by Pryeflame, a unique fire only found in the Underworld and can consume nearly anything in its powerful flames, even spirits, and rend them to ash. Despite outward appearances, the Archvile actually views itself as a healer amongst the dead and is rather actually kind towards those who wish to fulfill the wishes of the neverborn. To those who opponent them they’re blasted apart by powerful necromancy and then made into a puppet for the Neverborn.

Difficulty: The ability to raise the dead once again and command battlegroups places them firmly into the “KILL ME FIRST” category. Brutally powerful attacks capable of cleaving through tough armour and making dodging all that much harder, combined with powerful sorcery and the ability to bring back any enemy back from the dead is something that cannot be understated. Flesh Wizards and Ice Viles are even worse.

You also may’ve noticed some stats are very close to the Nephwrack, let this be a lesson in how simple making a new enemy entirely can be.

Suggested Type: Strong / Special

Essence: 5 Willpower: 8 Join Battle: 11 dice

Personal Motes: 100/100

Health Levels: -0x3/-1x3/-2x4/-4x4/Incap.

Actions: Command: 10 dice; Healing the Undead: 9 dice; Read Motives: 8 dice; Prayer: 11 dice; Senses: 8 dice; Shape Sorcery/Necromancy: 13 dice; Social Influence: 9 dice; Stealth: 7 dice; Strategy: 8 dice; Underworld Lore: 10 dice

Appearance 5 (Hideous), Resolve 4, Guile 5

Combat:

Unarmed: 12 dice, 12L/3 damage

Pyreflame Blast: 16 dice, 18L/5 damage, Range Long

Combat Movement: 8 dice

Evasion: 5 Parry: 4

Soak/Hardness: 10/5 (Pyreflame seared Skin)

Merits

Pyreflame Master: The Archvile uses Pyreflame over normal fire, and thus affects that reduce the damage of fire (Such as Guarda birds) have no effect against the flame based attacks.

Void-Eaten Soul: Like the Nephwracks, the Archvile have seen the void at the end of all things and dreamt the dreams of dead gods. They are insane, almost always having one or more Derangements, but their madness only makes them more dangerous. Any social influence opposed by a Derangement or the archvile’s absolute enmity to life is unacceptable, as is any Psyche effect, sorcerous control, or healing magic that would undo their madness.

Sorcery

As with the Nephwrack, the Archviles are known to be very proficient sorcerers, often knowing Skin of Bronze (Which it will very often cast at the beginning of each day), Obsidian Butterflies, and Mists of Eventide. Nephwracks will moreso focus on offensive sorcerous magic dedicated to obliterating the opponent.

An Archvile may draw power from the consuming might of Pyreflame. It may consume a nearby willing ally in Pyreflame gaining (3 or Essence, whichever is higher) motes from them. This destroys lesser spirits with an essence rating of 1 to 4, but tougher targets are immediately subject to a Pyreflame Blast that is undodgable and unblockable, is rolled as as a withering attack against armour, but deals lethal damage and nets the Archvile the damage done as extra motes. Against a battle group the Archvile gains (Size, Average Essence rating of members in battlegroup, or 3, whichever is higher) additional motes in exchange for doing 10 dice of damage to the battlegroup which cannot be soaked. This drawback is seen as pointless to the Archvile who can bring back the Undead with incredible rapidity. In addition the Nephwrack knows the Necromancy spell Bonespike Graveyard, which is shown in the appendix.

Offensive Charms

Hungry Flames (5m, Supplemental, Uniform): Pyreflame is known to consume any known substance, and armour provides little effect against it. When the Archvile makes a withering attack, then any threshold damage dice are added as post soak instead. If the target is crashed than it applies to both raw damage and adds post soak damage. For Decisive attacks it doubles 10s, or doubles 9s if the opponent is crashed.

Pyreflame Burst (5m, Simple, Uniform, Aggravated, Instant): The Archvile raises its arms high up in the air as it begins chanting a spell, ghostly flames beginning to rapidly form at the opponent’s feet as the chant continues, then on the next turn the Archvile then turns this ghostly flames into real ones, Pyreflame burning not only the physical body but actually exploding the soul as well. This charm works by having the Archvile spend a turn activating the charm, during which he cannot move and take no other actions. On the beginning of the next turn if the opponent has not moved behind total cover or somehow disappeared from the Archvile’s sight, the blast erupts beneath the targets feet. This spells is incredibly accurate and can be used at the same accuracy regardless of the distance, and the fast moving flames applies a -2 penalty to the opponent's dodge if they attempt to use it. If the target is in initiative crash, the damage it does is applied as aggravated.

Social Charms

Undead Majesty (7m 1WP, Simple, Scene): Appearing as a high priest of the Neverborn itself, the Archvile is capable of commanding lesser undead with ease. With this charm active, any social roll against a creature of death is made with double 9s and costs an additional point of willpower resist while command rolls are also made with double 9s. If the Archvile wishes, he can either appear oddly beautiful so he can apply his appearance as normal or horrifying in order to scare away others. Any undead or demons with a lower essence rating than the Archvile must pay two points of willpower to actually strike him (This only needs to be paid once per battle). Against living creatures his has a much greater effect, forcing people to spend 1 WP to attack the Archvile (Unless they have some defining intimacy of bravery, Valor, or Hatred of the Neverborn/Undead), doubling 9s only on inspire attempts to draw out fear, and paying an extra willpower point to resist fear attempts.

Miscellaneous Charms

Raise Dead (10m, Simple, Instant): By spending 10 motes in sight of a dead body, the Archvile can bring the dead back to life as a zombie corpse under its control. For the rest of the scene the corpse itself will have the exact same traits as it did in life. What’s unique about the Archvile however is that it can even do the same to recently slain spirits, demons, and dead! Those spirits who have been force to dissipate in battle can be summoned back to life under the Archvile’s control of the rest of the scene, even resulting in impossibilities such as undead demons of Malfeas temporarily. Such creatures will always rise up at at least half their original health. Raise mortals or Essence 1 targets back from life doesn’t require a roll, but to bring back other essence wielding targets requires a sorcery roll using 13 dice at a difficulty of (Target’s Essence). Archvile’s can only revive targets who have Essence ratings 1-4, any more is too great for them. Destroying a target with Ghost Eating Technique prevents an Archvile from using this ability on a corpse, as does burning them with the Zenith ability. Targets with Legendary Size cannot be brought back to life.

Against a battle group this ability is even more extreme, allowing the Archvile to bring slain soldiers back to life entirely! This allows a Rally for Numbers action to be used on a friendly battlegroup, rolling 13 dice for it.

EX-Mode Abilities

Accuracy Up: Increase the Accuracy of the unit’s attacks by +2, counting as a stunt bonus. This does not apply when in a battlegroup.

Pyreflame Burst: On withering attacks, all targets within close range of the original target are compared to the original attack roll, and if it hit take 5 unsoakable damage (The Archvile does not gain this initiative). If a decisive attack hits and does more than 5 levels of damage, on bonfire hazard starts on the opponent.

EX-Mode Archviles can also be one of two variants: Flesh Wizards or Ice Viles. Unless otherwise noted their abilities are largely the same.

Flesh Wizards

Flesh Wizards conjure images of horror and nightmares from the Labyrinth itself, moving with unnatural ease through the Labyrinth and other dark places with rarely a sound, it then blasts opponents with powerful mental and fear inducing attacks. The Flesh Wizard, to those that actually see it, appears as a single faceless figure, floating just above the floor as a pillar of flesh which mouthless moans constantly escape its mouth.

Flesh Wizards are rarely seen even by those in the Underworld, often remaining in the darkest areas of the Labyrinth where seeing it directly would be even harder. If one is seen outside of it, then someone has likely done something to really anger the Neverborn... or they wish to crown a new potential champion.

As a point of clarification, unless otherwise noted all stats are the same as the Archvile base.

Difficulty: You thought the Archvile was bad? Welcome to a new level of hell. Unless players track down and find this son of a bitch it's fairly capable of dragging on a battle to uncomfortable or extreme lengths.

Actions: Social Influence: 9 dice (See He Who Lurks Within the Darkness); Stealth: 10 dice (See He Who Lurks Within the Darkness)

Merits

He Who Lurks Within the Darkness: The Flesh Wizard doubles all 9s on stealth rolls when in stealth. Against a target who has an emotion of fear or a major intimacy of fear towards the undead, the Flesh Wizard doubles 8s instead. This also applies to any social rolls and movement checks against the Flesh Wizard. Lastly any attempt to attack the Flesh Wizard with similar fear based motivations are done at a -3 penalty.

I Have No Mouth and I Must Scream: The Flesh Wizard does not have a mouth on it, rather it communicates by blasting images directly into the opponent's mind. Such communications attempts are unnerving to say the least, and any successful social influence check that isn’t fear instills a minor intimacy of fear towards the Flesh Wizard. This can be resisted by resisting the original social attack. Having no facial cues also confuses those who try to discern its alien motivations, applying a -3 penalty on all read motivation checks against it.

Visions of a Waking Nightmare: The Flesh Wizard is able to conjure illusions to fool the opponent. These illusions never last for more than a single turn and can fool two senses at most out to a range of Long. The Flesh Wizard will often use such illusions to confuse and distract those in combat. When used as part of a stunt with Horrors from Beyond the Void, he applies a - 2 penalty to the opponent’s defense as horrors in the real world assault him in tandem with horrors of the mental world.

Sorcery

In addition to Terrestrial Circle spells, Flesh Wizards have the Impenetrable Veil of Night, and will often immediately cast it to a precursor to any serious battle. If Undead Majesty is active than any demons it commands in battle are immune to the negative effects of the darkness and can see in it clearly.

Offensive Charms

Pyreflame Burst: The Flesh Wizard does not have this charm, he instead has Horrors from Beyond the Void.

Horrors from Beyond the Void (5m, Simple, Uniform, Aggravated, Instant): The Flesh Wizard reaches out to communicate with a soul, images and words from the Neverborn themselves assaulting the targets mind. These images are so damaging to the mind and soul of the target that their brain overloads trying to comprehend such blasphemous knowledge. Mechanically this is modelled in the same fashion as Pyreflame Blast is only with a few differences. First is that the Flesh Wizard can flurry a threaten or intimidation action free of charge when using this charm. Second is that it bypasses traditional soak completely, using the opponent's Resolve as as the soak and hardness values, which can be altered using relevant intimacies to help defense against it (Doing so does not consume the intimacy for the scene). The damage from this attack is a bit weaker compared to Pyreflame Blast, doing ‘only’ 15L/3 base damage.

Hungry Flames: This still works, I just can’t think up a good spooky sounding name. Just call it Skeleton March or something.

It Knows What Scares You (5m, Supplemental, Uniform, Psyche): If the Flesh Wizard learns an intimacy or feeling of fear the target has, than the Flesh Wizard is able to attack the target using the lower of either their Guile or defense so long as he stunts it with Visions of a Waking Nightmare. If this attack manages to crash or do any decisive damage to a target, that target must enter an immediate decision point to resist either gaining a derangement of Madness or Obsession (Avoiding the Flesh Wizard at all costs).

Miscellaneous Charms

Heal Dead (10m, Simple, Instant): The Neverborn uses the blessing of the Void against its target, fulfilling its champion with unholy might so it may survive longer against the fools who fight entropy. The Flesh Wizard selects a creature of death with a lower essence than itself and rolls 13 dice. For every success that comes up, one level of lethal damage is turned into bashing, and if no lethal levels exist than it's able to heal bashing. Against a Strong type opponent it's able to heal one level of damage per success rolled. Lost Souls

The Lost Souls of the Underworld are quite literally what their name implies, souls lost in the Labyrinth down below and unable to pass into Lethe as the Neverborn wanted them to suffer as much as they are. Taking the form of a flying skill that’s on fire, the Lost Soul’s sole purpose in life is to cause as much pain and suffering as it can before it expires. What they lack up for in strength however they more than make up for in numbers.

Difficulty: By themselves a Lost Soul is no threat, the real problem comes when there’s dozens of the little bastards around. Their suicide attack is very painful and accurate to boot.

Suggested Type: Insignificant

Essence: 1 Willpower: 3 Join Battle: 6 dice

Personal Motes: 30/30

Health Levels: -0/-1/-2/Incap.

Actions: Senses: 4 dice; Shrieking: 5 dice

Combat:

Charge: 8 dice, 10L damage

Combat Movement: 7 dice (See Flaming Charge)

Evasion: 3 Parry: 0

Soak/Hardness: 2/0

Special Attacks

Exploding Charge: As an alternative to the default Flaming Charge, Lost Soul’s can be sent screaming towards their opponents as living missiles. The accuracy of this attack is 12 dice with a damage of 13L/3, which if the Lost Soul hits it automatically dies in the resulting explosion. If used in a battlegroup, the resulting battlegroup loses magnitude equal to (Size, minimum 2) from the multiple suicide chargers. This feature can only be used if the Lost Soul is at least short or further away from the opponent in order to build up speed, but in a size 2 or larger battlegroup it can use it regardless of these restrictions.

Flaming Charge: When a Lost Soul has focused on their target they begin to charge towards them with frightening speed, moving two range brands a turn towards a target before colliding with them. This charge adds one additional automatic success to the roll to hit and adds +2 additional damage. However the Lost Soul can only move in a straight line while doing this, and moving a single range brand in distance makes the Lost Soul’s automatically miss.

Merits

Endless Swarm: The numbers of the Lost seem truly endless. When used as part of a battle group, increase the magnitude size by an amount equal to (Current Size/2, round up). This represents the sheer size in numbers.

Flight: The Lost Soul is capable of hovering with no ceiling whatsoever.

Flaws

Clinching: Despite being on fire, Lost Soul’s are quite safe to touch. In fact if one can successfully land a grapple gambit on one, they are able to throw and use it as a missile! Having the same traits as a medium thrown weapon which explodes on contact with its target.

EX-Mode Abilities

Accuracy Up: Increase the Accuracy of the unit’s attacks by +2, counting as a stunt bonus. This CAN apply in a battle group but not on Exploding Charge.

Endless Swarm +: Magnitude is increased by (Size x2) instead.

Flaming Charge: Any Battle Group of size 2 or higher automatically gains the benefits of Flaming Charge on all attacks, as the sheer number of Lost Souls flying around makes it.

Pain Elemental

Some scholars say a Pain Elemental is the living embodiment of pain and suffering within Underworld, those who are not wise say they’re the ghost of vengeful rotten tomatoes, either one may as well but true as the real answer for that they are has never really been explained in depth. All that’s known is letting these things live around you will quickly drown an unfortunate target in Lost Soul’s.

Appearing as a giant ball about six feet tall with light brown leathery skin, a massive maw, short stubby arms, two large black curved horns, and a single red eye. Their main attack is spitting out brand new lost souls, born screaming into the world as they hurl themselves towards an unlucky target.

Difficulty: Flight combined with the ability to constantly spawn minions and reinforce a battlegroup makes for a really terrifying opponent to those who use melee and are incapable of flight. Archery users can quickly find themselves swamped with screaming flaming heads as well, thrown users will thank you as Shrike Saving Direction annihilates the Lost Souls and the Pain Elementals in one go.

Suggested Type: Strong / Special

Essence: 3 Willpower: 5 Join Battle: 7 dice

Personal Motes: 70/70

Health Levels: -0x2/-1x3/-2x3/-4/Incap.

Actions: Commanding Lost Souls: 6 dice; Senses: 6 dice

Resolve 3, Guile 2

Combat:

Lost Soul Projectile: 11 dice at close, 14L/3 damage, Range Medium, See Lost Soul Projectile

Bite: 7 dice, 18L damage

Combat Movement: 6 dice

Evasion: 3 Parry: 0

Soak/Hardness: 8/0 (Leathery skin)

Special Attacks

Lost Soul Explosion: Killing a Pain Elemental is just as bad as letting one live. Upon its death a Pain Elemental explodes into 3 Lost Souls. If a Lost Soul battlegroup is on the field, it instead makes a reflexive roll to rally for numbers which is useful for Lost Soul Swarm.

Lost Soul Projectile: The Pain Elemental attacks by firing Lost Souls at people, sending the flaming skulls screaming from its mouth and towards the unfortunate opponent. However these are not phantom imagery attacks, they are actual Lost Souls that will remain around after the attack has concluded. Pain Elementals never use this attack before battle to generate more Lost Souls for some reason, and cannot be ordered to unless attacking an opponent with hostile intent.

Merits

Flight: The Pain Elemental is capable of true flight without a ceiling.

Heartless: A Pain Elemental is incapable of feeling compassion, and any such social influence attempt to appeal to such a thing automatically fails. They are however capable of being the target of other social influence actions normally.

Lost Soul Swarm: If more than 5 Lost souls are on the field (Either starting or generating Lost Souls via attacks) they’ll enter into a battle group. For every Lost Soul Projectile attack made after this, this Pain Elemental reflexively rolls 6 dice and for every success on that roll increases the magnitude of the Lost Soul battlegroup by an equal amount. If the magnitude of this battle group increases to (See chart below to save the math), than the battle group loses the extra magnitude and increases its size by 1. If in a battle group, then the volley of Lost Souls would immediately create a size 1 battle group at least and adds the current size of the battle group to the dice rolled for the reflexive command actions.

Magnitude increase chart:

Size Progression Magnitude Needed at Old Size

Size 1 -> Size 2 18

Size 2 -> Size 3 22

Size 3 -> Size 4 26

Size 4 -> Size 5 28

Size 5 -> New Size 1 36

EX-Mode Abilities

Accuracy Up: Increase the Accuracy of the unit’s attacks by +2, counting as a stunt bonus. This does not apply when in a battlegroup.

Dual Mouthed Pain Elemental: Often called Pain Elemental 64 for how many it can seem to spawn after one blinks their eyes. Command actions reroll a number of dice equal to the successes in order to see how many Lost Souls are spawned for a Lost Soul Battlegroup. If combined with Lost Soul Swarm+ this does not make an attack more accurate, just allows to see how much bonus magnitude they can gain. If no battle group is on the field, each attack from the Pain Elemental spawns 2 lost souls instead.

Lost Soul Explosion: Everyone within close range of the Pain Elemental as it dies is subjected to an immediate withering attack that deals 5 dice of unsoakable damage.

Lost Soul Swarm+: The successes on the attack Lost Soul Projectile is used to reinforce the battle group.

Jiang Shi A terrifying ghost that is mostly seen in the Southeast of Creation but can be created anywhere by deadly necromancers. By attaching a talisman to a fresh corpse’s head and performing a ritual, such as making a pregnant cat leap over the coffin or resting place, a Jiang Shi is born.

Jiang Shi’s appear as living corpse’s that have wick long claws, each of them being nearly a foot long in of themselves. Their very touch is infused with undead energy, ripping apart the natural vitality's that sustain a person’s body and even shred apart any potent defensive magics they may have! While being stronger than a hungry soldier, they have considerably more weaknesses, some of which are rather odd. Their power however makes them a staple for any necromancer and their undead army.

Difficulty: Jiang Shi’s were made to crush tanky characters that rely on natural and/or magical soak, a group of them easily capable of beating a character down so anyone can damage the weakened character. Otherwise they’re a beefier version of the War Ghost that also has far more weaknesses to exploit.

Suggested Type: Strong / Special

Essence: 2 Willpower: 5 Join Battle: 6 dice

Personal Motes: 60/60

Health Levels: -0x2/-1x3/-2x3/-4x2/Incap.

Actions: Ancient An-Teng Proverbs: 5 dice; Being Spooky: 6 dice; Senses: 6 dice; Threaten: 6 dice

Appearance 2 (Hideous), Resolve 2, Guile 2

Combat:

Jiang Shi Claw: 10 dice, 14L/3 damage

Combat Movement: 6 dice

Evasion: 2 Parry: 4

Soak/Hardness: 6/0 (Light armour)

Special Attacks

Merits

Infectious Claws: Any mortal who takes damage from a Jiang Shi’s claws will become a Jiang Shi after their dead if they die within 25 hours of taking damage.

Material: Jiang Shi’s are made from physical bodies, thus cannot dematerialize.

Charms

Energy Draining Touch (3m, Instant; Supplemental): If a Jiang Shi hits their target and successful does at least one point of withering damage, than the opponent’s natural soak is reduced by 1 for the rest of the scene. When no more natural soak is left, then magical soak (From charms such as Diamond Body Prana) are reduced by 1 per successful attack until no magical soak remains. This benefit only applies on any soak charm with a duration greater than instant.

Flaws

Phobia: Jiang Shi’s have immense fears of Roosters, and will flee the very instant they hear their call. This is because the Rooster is seen as the herald as the morning, which are anathema to Jiang Shi. Realizing this is a difficulty 2 Lore roll, difficulty 4 if no speciality is had.

Peach Tree Wood: Peaches are known to be a metaphor for life in An-Teng, and as a result are anathema to Jiang Shi. Any damage done by a weapon made by wood from a peach tree ignores 3 points of soak from a Jiang Shi and does aggravated damage. Realizing this is a difficulty 2 Lore roll, difficulty 4 if no speciality is had.

Sunlight Weakness: Being exposed in sunlight will cause a Jiang Shi’s body to melt. For every action a Jiang Shi’s body is exposed to sunlight, it counts as being inside of a bonfire.

Talismen: Placing a Talismen of any sort on a Jiang Shi’s forehead drastically slows it down. Applying a -3 penalty to all combat movement and attack rolls. Attaching the Talismen to the forehead of the Jiang Shi is a difficulty 2 gambit, and so long as he has it on his forehead he cannot remove it (nor can other Jiang Shi’s). Realizing this is a difficulty 2 Lore roll, difficulty 4 if no speciality is had.

EX-Mode Abilities

Accuracy Up: Increase the Accuracy of the unit’s attacks by +2, counting as a stunt bonus. This does not apply when in a battlegroup.

Energy Draining Touch: If this charm successfully attacks and damages a target in initiative crash, then that target must pay a single point of willpower or the cost of the charm again in order to keep the charm active. If they don’t, then charm is terminated.

Infectious Claws: In addition to the base effect, anyone taking damage from the claws are exposed to a version of Puppeteer’s plague which turns the target into a Jiang Shi, their soul slowly corrupting itself and lashing out until the victim becomes a Jiang Shi. A Talismen on the forehead on the victim grants +1 automatic success to all checks in order to resist this however.

Sunlight Weakness: Instead of a bonfire hazard, Jiang Shi’s only take a -3 penalty to all actions when in sunlight. Such a feeling is still uncomfortable to them, and will make all due haste to leave it as soon as possible. Silent Spectre

Born from those who witnessed something so horrible before their death, they have warped into something that shall never speak again. The Silent Spectre appears as a faceless semi- transparent figure dressed in light blue robes, a thin wispy trail appearing where one’s legs would be instead. Silent Spectre’s are ghosts that will attack the living on sight, but are smarter than the other mindless ghosts. If they know other more combat oriented ghosts are within the area, then they are content to hang back and let their silence aura do the work for them, which mutes all sound around the spectre itself. Alternatively they may attempt to rip the voice from them completely.

This unit is also somewhat of a template. If you wish to make a more combat or socially oriented Silent Spectre, go right ahead!

Difficulty: Weak by itself, but it mainly exists to mess up other players when its on the field.

Suggested Type: Insignificant / Strong / Special

Essence: 2 Willpower: 4 Join Battle: 4 dice

Personal Motes: 70/70

Health Levels: -0/-1x2/-2x2/1x-4/Incap.

Actions: Being Spooky: 6 dice; Senses: 4 dice; Threaten: 4 dice

Appearance 3 (Hideous), Resolve 2, Guile 2

Combat:

Spectral Touch: 9 dice, 10B damage

Combat Movement: 3

Evasion: 4 Parry: 2

Soak/Hardness: 3/0

Merits

Aura of Silence: The spectre is surrounded by an aura of silence that spreads out to medium range around it. Within this area the very concept of sound is dead, battlecries and impassioned speeches alike muted out completely until the spectre is destroyed. This silence carries with it a number of benefits: ● All enemies in the area are immediately prepped to combat readiness. The Silence spread out by the Silent Spectre is far too unnatural to be normal, thus puts enemies on guard. ● All Command action in war automatically fails if the commander is in the area and attempts to use voice to relay his commands. Even if he stunts his way around it, all command actions face a -3 penalty due to fear soldiers feel from such unnatural silence. ● Sorcery actions that rely on verbal components fail completely and utterly. Other means to gather sorcerous motes, such as shaping rituals, have to be used instead. ● Any social influence action made by verbal components automatically fails until the silence aura is dispelled.

Charms

Phase Body (5m; Reflexive; Instant; Uniform): The ghost turns its body immaterial the very instant an opponent attempts to strike them, reducing the damage done by (Essence or 3, whichever is higher) to a maximum of one half the damage done, meaning it subtracts successes after they’ve been rolled. This charm fails if the opponent can strike immaterial targets.

Voice Ripper (7m 1WP, Dual, Reflexive, if a Silent Spectre [Or one of its allies] manages to crash an opponent within close range of the Silent Spectre, the Spectre can attempt to rip out the voice of the target themselves. The Spectre rolls a special gambit against a difficulty of 5, but this difficulty is lowered by the amount of wound penalty an opponent suffers. If successful the target loses the ability to speak for the rest of the day. For mortals this is permanent. Recovering from this is a medicine roll akin to healing from a crippling wound)

EX-Mode Abilities

Flight: The unit is capable of hovering flight.

Phase Body +: Unless a user can hit immaterial targets, all damage (withering or decisive) is halved against the ghost.

Spectral Warrior Spectral Warriors are nameless warriors of a crypt whose names are lost to time, even the identity of the soldiers is no longer remembered by them, only their never ending duty to guard the land they have been tasked to guard. They appear to be similar in appearance to the Silent Spectre’s cloaked in semi-transparent green robes that shield their fast and only a wispy trail in place of legs. Spectral Warriors however are always armed with arms and armour, carrying a shield in one hand and a weapon in the other along with suitably heavy armour.

Difficulty: Spectral Warriors are a considerable step up from War Ghosts. The EX-Mode versions of them are plain nasty to users who rely on armoured soak as they can nullify their armour entirely and cause penalties to parry defense values, which armoured users will more likely use.

Suggested Type: Strong / Special

Essence: 3 Willpower: 5 Join Battle: 6 dice

Personal Motes: 60/60

Health Levels: -0/-1x2/-2x2/-4/Incap.

Actions: Being Spooky: 6 dice; Cryptic Warnings: 6 dice; Senses: 6 dice; Threaten: 6 dice

Appearance 1, Resolve 4, Guile 1

Combat:

Spectral Blade: 10 dice, 12L/2 damage

Combat Movement: 5

Evasion: 2 Parry: 4

Soak/Hardness: 8/0

Special Attacks

Spectral Blade: By taking a penalty to attack (-4 for light weapons, -2 for medium weapons, no penalty for heavy weapons) a Spectral Warrior can attempt to bypass an opponent’s armour completely. If the attack hits, the Spectral Warrior reduces any soak from mundane armour down to zero. This has no effect on artifact armour. Additionally this ability applies a -2 penalty to the opponent’s defense if they attempt to parry. Artifact weapons can parry normally.

Merits

Duty Unto Death: Any attempt to convince a Spectral Warrior to leave the area it has been tasked to guard is considered an unacceptable order. Convincing it to enter Lethe is however acceptable.

Charms

Chilling Touch (7m; Supplemental; Instant; Withering-only; Essence 1): The war-ghos flickers ethereal for a moment, ignoring up to four points of natural or armored soak.

Phase Body (5m; Reflexive; Instant; Uniform): The ghost turns its body immaterial the very instant an opponent attempts to strike them, reducing the damage done by (Essence or 3, whichever is higher) to a maximum of one half the damage done, meaning it subtracts successes after they’ve been rolled. This charm fails if the opponent can strike immaterial targets.

EX-Mode Abilities

Accuracy Up: Increase the Accuracy of the unit’s attacks by +2, counting as a stunt bonus. This does not apply when in a battlegroup.

Phase Body +: Unless a user can hit immaterial targets, all damage (withering or decisive) is halved against the ghost.

Spectral Blade: Now applies to artifact armour in addition to mundane armour. Artifact weapons also gain the penalty.

Vampires I’d do the oWoD Vampires... but I don’t have the V20 book, so I’ll be going with what I got.

Vampires in Creation are humans cursed in Creation, cursed by the Unconquered Sun for a crime so dire that he refuses to suffer their presence while cursed by the Neverborn to forever consume the blood of the living in order to keep their eternal unlife. While weaker compared to other Exalted, they possess the attractive ability in that anyone can become a Vampire. This can cause their numbers to greatly increase and swell, but it comes with the problem that converting too many humans lessens their potential pool of blood as well.

Below are some quick conversion steps for nWoD Vampires. They are not intended to be all encompassing, but those who know Vampires can safely apply the same logic in the world of Exalted as well.

Sidebar: WoD vs Exalted tone

The tone of WoD vs Exalted is quite different. WoD is usually dark gothic horror while Exalted is epic heroism. In WoD it may be a big question if you can succeed, but in Exalted it's more of a question of when most of the time. My goal for this is to see if I can keep the relative ‘feel’ of nWoD vampires intact rather than engaging in power pissing matchups. Vampires may have some shockingly powerful abilities compared to the Exalted, but usually I believe most Exalted will pull ahead. Also since I’m literally writing these guys on Christmas Eve I haven’t tested them at all. Essence

All vampires have an Essence pool equal to 40 + (Essence x4) motes. Vampires beyond Essence 5 gain motes at a FAR faster rate. I was going to do blood points and all, but this makes it nicer for the system.

Vampire Powers and Weaknesses All Vampires have the following powers and weaknesses.

● Attunement - Vampires can attune to Soulsteel weapons and armour. Attempting to wield, let alone touch, an Orichalcum weapon inflicts one unsoakable level of aggravated damage per turn. ● Blood Potency - Vampires can only spend an amount of motes per turn equal to (4 x Essence). If a single ability costs more than the Vampire can spend in a single turn (Such as an ability costing 10m 1WP and the Vampire is Essence 1), then they can still activate the ability but no more can be spent until the beginning of his next turn. ○ EX-Mode: Vampires have no restrictions on mote use per turn. ● Disciplines - Vampires are able to practice many different types of magical powers related to their curse called Disciplines. Each Vampire knows two out of three disciplines related to their clan, then one other one which relates to them on a personal level. Unlike the chosen who learn charms as an extension of natural abilities, Vampires are mainly stuck in their disciplines. The only way they can learn others other than the three they start with is to completely drain another vampire of blood who knows it (Which is considered a grave sin amongst vampires) or by draining an Exalted character strongly related to the ability (EX: Completely draining a Supernal Athletics Solar with speed charms to gain the Celerity discipline) ○ As a note, disciplines do not stack, rather you only get the higher of the two. For example, Dominate 2 and Majesty 2 does not give +4 total Charisma, but rather only +2). This DOES however stack with Physical Intensity. ● Drink Blood - Vampires can drink the blood of a person they have grappled or seduced and can drain their blood. The bite isn’t painful, in fact it is quite pleasurable for the subject until too much blood is drained. Each turn the vampire does one lethal level of damage as he drains the blood from a victim, regaining 4 motes of essence per health level drained. Blood is also the only substance a vampire can eat, attempting to consume anything else means the rest will be vomited rather violently. Lastly, unless consent is given, vampires cannot drain blood from any creature with an active hardness score. ○ As a note, vampires do not spread by simply biting others. New Vampires can only be made by taking an intact body which has been deceased within the scene, then the vampire cutting themselves and pouring at least one lethal health level of blood into the would be vampire’s mouth, then lastly paying a single willpower dot. ● Essence Regeneration - Vampires *do not* recover the 5 motes per hour people normally do, forcing them to drink blood to do so. In fact without drinking blood, vampires cannot respire Essence at all! ○ EX-Mode: In combat Vampires regenerate at the normal 5m per action. ● FIRE HOT! - Fire based hazards and attacks deal aggravated damage to vampires. ● Frenzy - Occasionally when overwhelmed, starving, stressed, or under severe mental trauma the beast inside of the vampire may last out. This plays out as a unique form of limit break that only ends when the vampire’s reason for entering a frenzy is resolved or becomes impossible to resolve (EX: If hungry, it ends when feeding. If gone berserk over the death of a lover, the vampire goes back to normal). In exchange the vampire adds their Essence to Strength, Dexterity, and Stamina for the rest of the scene, those who have Vigor/Celerity/Resilience still use either the higher of their frenzy bonus or their dot total and do not add them together. Vampires can be snapped out of a frenzy with a successful persuade roll, but the Vampire’s resolve is treated as being boosted by a defining intimacy. Lastly the Vampire cannot make any social or mental actions during a Frenzy, they’re too consumed by bloodlust! ○ Alternatively a vampire may do something called “Riding the Wave”, in where she just barely brings the Beast to the surface by invoking its power but still retaining (mostly) full control. To do this the Vampire rolls Wits + Integrity without doubling 10s as a simple action costing one willpower, and keeps rolling until five successes are gained (Total across all rolls, not at once). The vampire must still have a reason for Riding the Wave, but things such as “Killing that bastard” are acceptable. If a Vampire botches any roll in this they immediately enter a normal frenzy instead. ● Ghoulification - Vampire blood is addictive to mortals. Any mortal who drinks vampire blood on a regular basis gains the derangement condition with an addiction to that specific vampire’s blood. ● Immortality - Vampires are truly ageless, they cannot die of old age. In addition Vampires can heal any bashing or lethal damage done to them by spending 4m as a reflexive action, up to (Essence) rating levels healed per turn. Damage that is done by fire, sunlight, or aggravated damage cannot be healed by this method and must heal with time. ● Physical Intensity - Vampires are known for being far stronger, quicker, or more durable than any mortal. By spending 4m vampires are capable of boosting Strength, Dexterity, or Stamina by two until the beginning of their next turn. ● Predatory Aura - Unless Vampires take other measures to hide it, a Vampire only needs a difficulty 1 Perception + Awareness roll to notice another vampire. ● Night Vision - Vampires see better in the dark than normal humans. Any penalties that come from low light are reduced by 3 to a minimum of zero. ● Sunlight Burn - The Unconquered Sun scores the very presence of such creatures, empowering his sunlight for forever sear such blasphemies. Standing in natural sunlight is akin to standing in the middle of a bonfire that does aggravated damage, and each Essence dot above the first adds one to the trauma roll to resist. Lastly no environmental resistance ability, such as a Vampire learning Elemental Resisting Prana somehow, will work. They will ALWAYS be damaged by sunlight until the Unconquered Sun relents. “Sunlight” in the Underworld does not harm vampires, but feeding opportunities are far more rare there. ● Torpor and Final Death - If the vampire checks off his final damage box with bashing or lethal damage, he immediately goes unconscious into a special condition called Torpor, whch is akin to a sleep which he cannot be awakened from, until his incapacitated box is healed. Final Death only occurs when the final box is filled with aggravated damage or when the heart is torn out, as it is said that the Unconquered Sun accepts this symbolic gesture to permanently kill such creatures. Torpor usually lasts an entire week for vampires under Essence 3 and those higher are usually two weeks. However this is cut down to days if a vampire sincerely wishes to become mortal or do their best to shield humanity. ● Undead Body - Vampires are not technically alive, and thus any lethal damage from things likes bullets, arrows, or blades only do bashing damage instead of lethal. A vampire can also spend 4m as a reflexive action to stimulate life for a scene, and unless a deeper check is done will pass all mundane checks to see if he’s a living person. Lastly each vampire starts with health levels equal to -0/-1/-2/-4/Torpor, but gain an additional number of health levels depending on the dots of Stamina they have, taking -2 health levels as a priority first.

Also if things like weapon damage or soaks seem to low, those are base. You can modify them with armour.

Vampire Types

Daeva

Daeva’s are the ever devouring artists of the vampire world. Constantly seeking new experiences to devour, new people to seduce, and new people to manipulate. New Daeva’s get themselves drunk in the experiences their newfound powers and abilities can afford them, while older more experienced Daeva’s are jaded husked who rarely find pleasures in such trivial carinal pursuits anymore, but rather using them as means to an end.

Wiess Pepe was once a female whore living inside of Nexus, making a meager living in order to just survive. However after accepting a deal from the Deathlord Mask of Winters, she has gained great power in exchange for the task of keeping tabs and gossip in the higher echelons of Nexus society, something that she has always dreamed about doing anyways. With a powerful backer in her pocket and being allowed to do whatever she wants for a task she’s curious about anyways was hardly a choice for her, plus she always liked the nightlife more anyways.

Difficulty: Very powerful socialite character to throw at your players. While interesting to deal with by itself, a Daeva is capable of turning a mortal run kingdom in on its head in short order if one is not careful.

Suggested Type: Strong / Special

Essence: 2 Willpower: 6 Join Battle: 8 dice (See Celerity)

Personal Motes: 48/48

Health Levels: -0/-1x2/-2x3/-4/Incap.

Actions: Feats of Strength: 7 dice (May attempt Strength 3 Feats of Strength); Investigation: 6 dice; Read Intentions: 6 dice; Senses: 5 dice; Stealth: 4 dice; Social Influence: 9 dice (-2 dice when using manipulation)

Appearance 5, Resolve 3, Guile 4

Combat:

Punch: 12 dice, 11B damage, has the Smashing tag

Combat Movement: 8 dice

Evasion: 4 Parry: 5

Soak/Hardness: 2/0, but at this stage a vampire may wear enchanted clothing that appears to be normal clothing that has a soak value of 3 with no mobility penalty.

Merits

Daeva’s are usually at the center of attention at everything they do and always happen to know who’s who. Contacts and Influence are almost always found on such characters, quite possibly some amount of Resources as well.

Celerity Charms

Celerity 2 (Permanent): As a permanent enhancement to their power, each Vampire adds their Celerity score to their Dexterity rating for all intents and purposes.

Faster than Fast (4m; Reflexive; Instant): By spending 4m a vampire may double 9s on all combat movement rolls.

Speed of the Beast (2m; Reflexive; One Turn): By spending 4m the Vampire may add his Celerity rating to his initiative for purposes of turn order, allowing her to go (Celerity) ticks sooner. If multiple people act on a tick, the vampire may activate this power again in order to ensure that they go first on that tick.

Wolf Chases (4m 1WP; Reflexive; Instant): Once per scene when a Vampire successfully rushes a target, they may activate this charm to move reflexively twice instead of once.

Majesty Charms

Majesty 2: As a permanent enhancement to their power, each Vampire adds their Vigor score to their Charisma and Appearance rating for all intents and purposes.

Awe (4m; Simple; One Scene): The vampire makes it so that he demands attention from everyone and everything in the room. Upon activating this charm the vampire rolls (Charisma or Appearance + Presence). If this exceeds the Resolve of those in the room then they are compelled to look at the vampire, subtracting the Vampire’s Majesty score on any other Awareness action to notice something other than the Vampire. Secondly anyone affected is treated as having a minor intimacy of either love, lust, or at least interest in the vampire. Lastly the vampire is able to add an amount of bonus dice to any social action equal to the amount they exceeded the target’s resolve by for the rest of the scene. The Exalted can resist this by paying a single willpower at any time, but mortals will need a major or higher intimacy in a decision point in order to resist the vampire.

Confidant (5m 1WP; Simple; Instant): The Vampire beckons towards a target, making them seem far more friendly and approachable. Soon after talking to them you want to do more for them, wanting to please them more than anything. This discipline can only be used against a target who is currently under the effects of Awe for free or anyone else who at least has a positive intimacy of the vampire for 5m 1WP, rolling the Vampires Charisma/Apperance + Presence vs the target’s resolve which may not be modified by any intimacies. If successful the target becomes Charmed for a number of hours equal to the Vampire’s Majesty rating. So long as the target is charmed they treat their intimacy for the vampire as one higher than what it actually is, may add their Majesty score to Manipulation in order to lie against the target, and the target themselves takes a penalty equal to the Vampire’s Majesty rank on any Invesitgation roll to discover crimes the Vampire has committed or Socialize rolls to discover intimacies they may not like. They don’t want to believe the vampire has any flaws that would cause them to dislike the Vampire. Lastly if the Vampire succeeds with 3+ or more threshold successes over the victims Resolve, the charmed status lasts for a number of days equal to their Majesty rank rather than hours.

Enticing (3m; Reflexive; Instant): Against a target who is currently under the effects of Awe or has a major or higher intimacy of love towards the vampire, then any seduction rolls gains double 9s.

Kiss of the Succubus (Permanent): Merely kissing people inflicts addiction on par with sharing blood. While it keeps people coming back, it makes it so that they never leave you alone. This is done as an Instill action (Which may use the Seduction dice pools).

Vigor Charms

Vigor 2: As a permanent enhancement to their power, each Vampire adds their Vigor score to their Strength rating for all intents and purposes.

Armour Like Paper (0m/4m; Supplemental; Instant): Metal armour breaks like paper against the Vampire’s attacks. Mundane armour has their soak lowered by the (Vampire’s Vigor rating +1). Soak that comes from artifact armour can be reduced by spending 4m before the attack. Optionally the vampire may pay 4m before making a Feat of Strength roll to see if she can destroy something, lowering the difficulty to do by her Vigor rating.

Kapow! (Permanent): The Vampire gains the smashing tag on all unarmed attacks.

Lover’s Embrace (4m; Reflexive; Until Released): If the vampire wishes to make a grapple attempt in order to suck blood from the opponent, than all rolls involved in it (Attack, gambit roll, AND the control roll) double 9s, but in exchange the vampire can do nothing but drain the blood from her opponent.

Flaws

Overindulgence: All Daeva vampires have an a major intimacy toward indulging themselves in some fashion, being it surrounding themselves with fawning fans, partying, or sex. Either way this intimacy cannot be altered or eroded, but it can be increased in intensity. The cost of resisting this intimacy when in a decision point is increased to 2 willpower.

EX-Mode Abilities

Accuracy Up: Increase the accuracy of all of the user’s attacks by 2. This is counted as a stunt bonus.

Principle of Motion (10m 1WP; Simple; Instant): The vampire gains the Principle of Motion charm.

Skill Up: Increase all of the vampire’s skills by two, represented by a stunt bonus.

Gangrel WWWRRRYYYYYYYYYYYYYYYYYYYYY!

The lone wolf of the Vampire world is called this not in a metaphor, but in truth. For Gangrel are actually the closest to their bestial nature as a vampire as they make no delusions about what they become. Indeed, many of them revel in it. This doesn’t mean they go out mindless committing slaughters left right and center, just as animals rarely if ever make senseless kills. They’ll continue to eek out their undead existence not mimicking humans, but being uniquely vampire.

Or do something like play vampire Fry (Futurama) like my friend did, that is awesome.

Difficulty: More stealthy when out of combat, but if in combat and they manage to Ride the Wave be prepared for ripping and tearing all the while as they’ll be quite potent.

Suggested Type: Strong / Special

Essence: 2 Willpower: 6 Join Battle: 7 dice

Personal Motes: 48/48

Health Levels: -0/-1x2/-2x3/-4/Incap.

Actions: Feats of Strength: 6 dice (May attempt Strength 3 Feats of Strength); “Riding the Wave”: 8 dice; Senses: 6 dice; Stealth: 6 dice; All other rolls: 3 dice

Appearance 4, Resolve 3, Guile 1

Combat:

Punch: 10 dice (10B damage)

Frenzy Punch: 12 dice (13L/2 damage)

Combat Movement: 6 dice (+2 when in Frenzy)

Evasion: 3 Parry: 4 (+1 to both when in Frenzy)

Soak/Hardness: 5/0 (9/0 when in Frenzy), usually Gangrel will wear light armour but nothing more, as they’ll want maximum freedom of movement or gain more soak from Protean or Riding the Wave anyways.

Merits

Gangrel are quite possibly one of the more varied bunch of vampires outside of Mekhet’s, so any merits wouldn’t be out of place. Due to Protean and Resiliance however physical merits wouldn’t be out of place.

Animalism Charms

Animalism 2: As a permanent enhancement to their power, each Vampire adds their Animalism score to their Survival for all intents and purposes. Additionally they may add extra dice when dealing with any roll involving animals, such as Animalism charms or training animals.

Feral Whispers (0m/4m; Reflexive; Instant): The vampire is capable of speaking to animals, capable of casual conversation or even asking “Have you seen this man?” The animals are not any smarter, but unless the Vampire has threatened them in some way many animals will generally answer. By spending 4m and making a successful persuade roll against the animal, the vampire is able to give it commons such as “spy on this man” or “attack that man”. Major actions which endanger the animal’s life increases their Resolve by 3 while ones that do not endanger the animal. The animal will follow the instructions for up to one hour. If the Vampire gains three or more threshold successes over the creature’s Resolve, then it follows the instructions for up to one day or night.

Raise the Familiar (4m 1lhl; Reflexive; Instant): By pouring some of the vampire’s blood into the mouth of a recently deceased creature, the vampire is able to bring the creature into a cursed unlife similar to itself. The animal functions as it did normally in life but the wounds it had at the time of death remain. A Mammoth who was killed by a spear through the brain will have a gaping hole in its head, but such injuries do not impede nor penalize the creature’s normal functions in any way. Like the vampire, the animal itself takes bashing damage instead of lethal from most sources and burns in sunlight. Each activation of this charm keeps the animal alive and moving equal to (Animalism x Essence) days, after which the Vampire may use this charm again on the familiar to keep it going for another number of days as if they just raised it or have it collaspe to the ground dead for good. Feral Whispers can also be used to communicate to the animal from any distance, but if beyond visual sight the vampire must pay 4m and make the persuade roll as normal to see if the animal is able to interpret the message.

Protean Charms

Protean 2: As a permanent enhancement to their power, each Vampire adds their Protean rating to the Wits + Integrity roll in order to see if they can “Ride the Wave”.

Unmarked Grave (0m/4m/8m; Reflexive; Instant): The vampire is able to sink into the Earth or wall in order to rest inside of it, so long as enough physical space exists inside to accommodate the vampire. The cost for this is 0m for Soil or Earth, Rock is 4m, Reinforced Concrete is 8m. While inside the vampire is protected from the sun’s rays outside while all her senses continue to function normally. She can even feed if there is someone to bleed over her resting place. The vampire can be damaged inside of the structure however, as every threshold success on a successful feat of strength to damage the structure causes one point of bashing damage to the vampire, and upon entering Torpor is forced out of the structure. Vampires who take lethal or aggravated damage cannot maintain cohesion and are ejected immediately.

Ravage (Permanent): The vampire’s connection to the beast is stronger than most. While Riding the Wave or in Frenzy, increase the vampire’s withering damage by 2L and increase minimum damage by 1. Lastly successful ravage actions that deal lethal damage restow up to (damage dealt x4) motes up to a maximum of (Protean Rank).

Primal Strength (4m; Reflexive; Instant): The Vampire’s body explodes with newfound power while in Frenzy. By spending 4m as a reflexive action while in Frenzy or Riding the Wave, the vampire may do one the following: ● Double 9s on a withering damage roll ● Double 10s on a decisive damage roll ● Double the bonus strength she gains in Frenzy, both for meeting strength requirements and bonus dice to make the attempt. ● Double 8s on all Feats of Strength (May stack with above) ● Activate Monkey Leap Technique for the rest of the scene.

Predatory Aspect (4m; Reflexive; One Scene): The vampire is able to manifest various aspects of certain woodland creatures. Such as twisting their bodies to run like a wolf, have skin like a sharp, or rather attacking people with their bare hands use BEAR HANDS!

Upon learning this discipline the vampire gains three traits listed down in the list below. She may design new adaptations using the ones as guidelines below or swap out each adaption at a cost of 4m per swap she wishes to make:

● Aquatic: Gaining flippers or webbed hands allows the Vampire to move underwater the same speed she can on land. ● Claws: Wicked sharp claws manifest on the vampire’s hands, gaining +1 damage and dealing lethal damage instead of bashing. She may optionally also take the four die merit of the Claws mutation, treating their attacks as natural weapons. ● Extra Sense: The vampire gains tremorsense, echolocation, or some other exotic sixth sense she can ‘see’ with in addition to the rest of her senses. ● Feral Senses: By taking a Hawk’s eyes of a Dog’s nose, the vampire is able to double 9s on a specific kind of sensory roll. Rolls to detect blood add +Essence additional dice to the roll. ● Patagia: By making a pair of weak wings o-FUCK IT YOU GAIN THE WINGS FROM GARGOYLES! You gain the Wings mutation, but you cannot fly, only Glide. ● Tail - Functions as the two dot tail merit ● Quadrupedal - The Vampire is able to double 9s on all movement rolls. Outside of battle she’s able of running as fast as a horse. ● Wall Walking - Gain the Wall Walking merit.

Resilience Charms

Resilience 2: As a permanent enhancement to their power, each Vampire adds their Resilience rating to their stamina for all intents and purposes. Also the first two points of aggravated damage in the scene from any source is turned into lethal damage instead. Lastly each rank of Resilience grants an additional -0 health level instead of the standard health levels normally gained from stamina increases.

Hide of the Beast (Permanent): While in Frenzy or Riding the Wave, the vampire adds his Resilience rating to their soak, effectively granting Resilience x2 additional soak while in a Frenzy. This cannot be used while the vampire wears armour.

Flaws

Urging of the Beast: Any mental roll that involves careful thinking over instinctive and on the spot action does not double 10s on the roll, additionally each 1 that appears on the roll counts as one less success.

EX-Mode Abilities

Accuracy Up: Increase the accuracy of all of the user’s attacks by 2. This is counted as a stunt bonus.

Skill Up: Increase all of the vampire’s skills by two, represented by a stunt bonus.

Mekhet Mekhet vampires come from all walks of life, from the raving bum on the street to the Philosopher professor in Nexus, but what they all have in common is their thirst for knowledge and their drive for perfectionism. Capable of doing their works in the shadows, many do not know how Mekhet’s are capable of knowing the things they know, other than that they’re glad that such knowledgable little bastards are on their side.

Difficulty: Powerful stealth and information gathering abilities means skeletons can be *very* quickly dug up. Secondly their ability to hide combat from others means careless groups could have their members picked off one by one by the crafty predators.

Suggested Type: Strong / Special

Essence: 2 Willpower: 6 Join Battle: 10 dice

Personal Motes: 48/48

Health Levels: -0/-1x2/-2x2/-4/Incap.

Actions: Any Lore or Occult roll: 7 dice; Investigation: 8 dice; Read Intentions: 8 dice; Senses: 9 dice; Social Influence: 4 dice Stealth: 9 dice; All other rolls: 3 dice

Appearance 3, Resolve 3, Guile 3

Combat:

Punch: 10 dice (9B damage)

Bow: 10 dice at short, (11L damage), Range Long

Combat Movement: 6 dice

Evasion: 5 Parry: 2

Soak/Hardness: 2/0

Merits

Mekhet’s can have virtually any sort of background, but knowledgeable Allies or Contacts are something most of them have in common.

Auspex Charms

Auspex 2: As a permanent enhancement to their power, each Vampire adds their Asupex rating to any Awareness or Perception based roll to find something. Against effects that apply Resolve in order to forget something, the Vampire adds her Auspex rating to her Resolve to see if she is effected.

Beast’s Hackle’s (4m; Reflexive; One Scene): The Beast is able to see things far beyond what mortals can ever hope to perceive. The Vampire may activate this charm whenever he encounters a disguise that requires some sort of supernatural sense to counter, allowing him to use his senses in order to perceive them normally. Additionally the vampire can see dematerialized spirits normally.

Wisdom of the Beast (0m/4m; Reflexive; Instant): By rolling Wits + Lore + Auspex (9 dice for this character), the vampire is able to gleam knowledge that others would deem impossible to know about. At this level of Auspex, the vampire can only gleam questions about immediate danger or weakness, such as “Who here is the easiest to feed upon?”, “How do I troll that Gangrel so he flips out into the beast?”, or “Which person in this room is the most dangerous?” Difficulties range from one (simple answers) to five (In which the target actively tries to remain hidden). The first use of this charm in a scene is 0m, but every use after the first is 4m. You cannot use this charm against characters who are hidden in stealth, however the question of “Is there a hidden hostile presence within this room?” is a valid yes/no question for the Storyteller. If the vampire succeeds with three or more threshold successes, they may ask two questions instead.

Uncanny Perception (Permanent): This charm upgrades Wisdom of the Beast. The Vampire may roll Perception + Socialize + Auspex as a Read Intentions action against a character. If successful, than in addition to the normal effect of a successful read intentions action the vampire may ask a question about any weakness the target has or their personal nature. Such as related intimacy to the one they just learned, what the target fears/desires the most, is that person a cannibal, or what kind of supernatural creature (if any) the target is.

Vampiric Senses (4m; Reflexive; Instant): The vampire may double 9s on any Wits or Perception roll.

Celerity Charms

Celerity 2 (Permanent): As a permanent enhancement to their power, each Vampire adds their Celerity score to their Dexterity rating for all intents and purposes.

Faster than Fast (4m; Reflexive; Instant): By spending 4m a vampire may double 9s on all combat movement rolls.

Speed of the Beast (2m; Reflexive; One Turn): By spending 4m the Vampire may add his Celerity rating to his initiative for purposes of turn order, allowing her to go (Celerity) ticks sooner. If multiple people act on a tick, the vampire may activate this power again in order to ensure that they go first on that tick.

Wolf Chases Fox (4m 1WP; Reflexive; Instant): Once per scene when a Vampire successfully rushes a target, they may activate this charm to move reflexively twice instead of once.

Obfuscate Charms

Obfuscate 2: As a permanent enhancement to their power, each Vampire adds their Obfuscate ranking to their Stealth and Larceny ratings for all intents and purposes.

Stealth Predator (4m; Reflexive; Instant): The Vampire may add stack their Obfuscate rating with their Celerity rating for a single stealth or Larceny roll.

Face in the Crowd (4m 1WP; Reflexive; Indefinite): The beast cows lesser creatures, making the lessers feel as if the best possible choice would be to ignore it. This charm functions the same as the Solar charm Mental Invisibility Technique only with a different cost and duration. Rolling Join Battle does not end the charm, only attacking does, and unless the victim notices the vampire then the first attack the vampire makes against them will be an ambush. In fact so long as this charm is active during combat, other people in the scene need to roll in order to notice there is a commotion going on at all, comparing their perception + Awareness against the Vampire’s Dexterity + Stealth. So long as this charm is active, the Vampire’s Predatory Aura vanishes, so other vampires can’t immediately notice him.

Touch of Shadow (4m; Reflexive; Instant): By touching a single object no bigger than a large van, the vampire may cloud it from people’s minds as if being under the effects of Face in the Crowd. People will subconsciously move around it, but won’t be able to pinpoint it out by themselves if their resolve was overcome. This cannot be used on a living person, but it can be used on an inanimate corpse. The effects of this charm last for a single scene, but if the vampire’s result is three greater than the victims Resolve they are compelled to ignore it for any entire night.

Flaws

By Fire and Light You Shall Burn: Attacks that deal fire damage inflict one additional level of automatic damage while hazards based in Fire and Light increase their trauma to 5. Meaning yes a Fire Aspected Dragonblooded can light you up like a matchstick if you’re not careful.

EX-Mode Abilities

Accuracy Up: Increase the accuracy of all of the user’s attacks by 2. This is counted as a stunt bonus.

Principle of Motion (10m 1WP; Simple; Instant): The vampire gains the Principle of Motion charm.

Skill Up: Increase all of the vampire’s skills by two, represented by a stunt bonus.

Nosferatu

Damn... You’re one ugly motherfu-

If Vampires are outcasts, than Nosferatu are outcasts of vampirekind as well. With their own unique curse for being incredibly ugly and only able to pass for a human if one is under many different substances. Still Nosferatu have their uses, functioning as the vampires most willingly to do dirty jobs for their own price. Once you also get past their ghoulish appearance, many Nosferatu are rather cultured and civilized. The kind of vampire that is more than willing to have a spot of tea with you shortly before the battle that is about to take place.

Oh! You know what a celebrity turned into a Nosferatu is called? A Mon-Star. Haha! Get it!?

Difficulty: Want to fight against a monster who knows your greatest fears and is near impossible to find? Didn’t think so.

Suggested Type: Strong / Special

Essence: 2 Willpower: 7 Join Battle: 6 dice

Personal Motes: 48/48

Health Levels: -0/-1x2/-2x3/-4/Incap.

Actions: Any Lore or Occult roll: 5 dice; Feats of Strength: 8 dice (May perform Strength 5 Feats of Strength); Investigation: 6 dice; Intimidation/Inspire Fear: 9 dice; Read Intentions: 7 dice; Senses: 6 dice; Stealth: 9 dice; All other rolls: 3 dice

Appearance 3 (Hideous), Resolve 3, Guile 2

Combat:

Punch: 10 dice (10B damage)

Combat Movement: 6 dice

Evasion: 3 Parry: 4

Soak/Hardness: 3/0

Merits

Nosferatu’s may find it difficult to have some social merits, nevertheless trusting Allies or Contacts are not out of the question.

Nightmare Charms

Nightmare 2: The vampire adds two dice to any roll intended to scare or frighten someone or to discover something that someone is frightened of. Secondly he makes it so that he’s only afraid of real terror, adding his rank in Nightmare to his Resolve against any intimidate action and any attempt to find the Vampire’s fears suffers a penalty equal to their Nightmare rank.

Dread Presence (4m 1WP; Reflexive; Indefinite): The vampire feels just plain... wrong. Even when being nice and friendly to you something inside of you just screams at one to not get involved with such a dangerous creature. This charm replicates the effect of Majestic Radiant Presence from the Solar charm set with a modified cost and duration. Additionally the Vampire is able to conduct intimidation or Inspire (Fear) actions using illusions based in at least two senses, but otherwise modelled after Phantom Conjuring Performance. A plate of the finest food can suddenly appear as maggots, the sounds of a bounty hunter banging against the door which a person swears rattles, and other such things.

On the topic, that wasn’t turkey you ate at dinner.

Face the Beast (4m; Supplemental; Instant): With a mere glance the vampire can amplify a victim’s fear of something to truly terrifying levels. If the Vampire knows what the target is truly afraid of, she may prey on that intimacy by the vampire momentarily making it come to life in front of them, doubling 9s on the intimidate roll and costing one additional willpower to resist. If the Vampire doesn’t know what the target fears, he may still activate this charm as if preying upon a minor intimacy for intimidation purposes. Nosferatu’s can actually use their curse to their advantage with this charm, making it count as major instead.

Obfuscate Charms

Obfuscate 2: As a permanent enhancement to their power, each Vampire adds their Obfuscate ranking to their Stealth and Larceny ratings for all intents and purposes.

Stealth Predator (4m; Reflexive; Instant): The Vampire may add stack their Obfuscate rating with their Celerity rating for a single stealth or Larceny roll.

Face in the Crowd (4m 1WP; Reflexive; Indefinite): The beast cows lesser creatures, making the lessers feel as if the best possible choice would be to ignore it. This charm functions the same as the Solar charm Mental Invisibility Technique only with a different cost and duration. Rolling Join Battle does not end the charm, only attacking does, and unless the victim notices the vampire then the first attack the vampire makes against them will be an ambush. In fact so long as this charm is active during combat, other people in the scene need to roll in order to notice there is a commotion going on at all, comparing their perception + Awareness against the Vampire’s Dexterity + Stealth. So long as this charm is active, the Vampire’s Predatory Aura vanishes, so other vampires can’t immediately notice him.

Touch of Shadow (4m; Reflexive; Instant): By touching a single object no bigger than a large van, the vampire may cloud it from people’s minds as if being under the effects of Face in the Crowd. People will subconsciously move around it, but won’t be able to pinpoint it out by themselves if their resolve was overcome. This cannot be used on a living person, but it can be used on an inanimate corpse. The effects of this charm last for a single scene, but if the vampire’s result is three greater than the victims Resolve they are compelled to ignore it for any entire night.

Vigor Charms

Vigor 2: As a permanent enhancement to their power, each Vampire adds their Vigor score to their Strength rating for all intents and purposes.

Armour Like Paper (0m/4m; Supplemental; Instant): Metal armour breaks like paper against the Vampire’s attacks. Mundane armour has their soak lowered by the (Vampire’s Vigor rating +1). Soak that comes from artifact armour can be reduced by spending 4m before the attack. Optionally the vampire may pay 4m before making a Feat of Strength roll to see if she can destroy something, lowering the difficulty to do by her Vigor rating.

Kapow! (Permanent): The Vampire gains the smashing tag on all unarmed attacks.

Monster’s Embrace (4m; Reflexive; Until Released): If the vampire wishes to make a grapple attempt in order to suck blood from the opponent, than all rolls involved in it (Attack, gambit roll, AND the control roll) double 9s, but in exchange the vampire can do nothing but drain the blood from her opponent.

Flaws

Visage of the Beast: Nosferatu’s are incredibly ugly to the point where most people will run away in fear from them. The Nosferatu treats any encounter with a person as having a major intimacy of fear, disgust, or some other negative intimacy. This can be lowered given time and effort by the Nosferatu, and those who are used to dealing with the Nosferatu do not gain intimacy. Secondly the Nosferatu can only have negative appearance.

EX-Mode Abilities

Accuracy Up: Increase the accuracy of all of the user’s attacks by 2. This is counted as a stunt bonus.

Skill Up: Increase all of the vampire’s skills by two, represented by a stunt bonus.

Venture Venture’s have their eyes on only one prize: The top. Everything else, from friends, accomplices, artifacts, even their own powers are just seen as tools to achieve the real power of being on top. Many see the Venture as fancy dandy cats, but Venture’s do not see personal losses, like a Tactician who only sees setbacks to his grand strategy. Those who go against the Venture are given one simple warning: The fight you have against one will continue until one of you is dead.

Difficulty: An absolute nightmare for any sort of Exalted who wishes to leave his kingdom to attend to other matters. Dominate can very quickly make a Venture do almost whatever they want without the proper countermeasures in place.

Suggested Type: Strong / Special

Essence: 2 Willpower: 7 Join Battle: 6 dice

Personal Motes: 48/48

Health Levels: -0x2/-1x2/-2x2/-4/Incap.

Actions: Command: 9 dice; Investigation: 6 dice; Read Intentions: 7 dice; Senses: 5 dice; Social Influence: 10 dice

Appearance 3, Resolve 3, Guile 4

Combat:

Punch: 8 dice (Damage 9B)

Combat Movement: 6 dice

Evasion: 3 Parry: 4

Soak/Hardness: 4/0

Merits

Venture will typically live off their social connection merits. Allies, Backing, Influence, and Resources are not uncommon merits to have. Command is quite likely as well if he wishes to have an army to enforce themselves with, or a strong ally to search as the muscle to the Venture’s mastermind.

Animalism Charms

Animalism 2: As a permanent enhancement to their power, each Vampire adds their Animalism score to their Survival for all intents and purposes. Additionally they may add extra dice when dealing with any roll involving animals, such as Animalism charms or training animals.

Feral Whispers (0m/4m; Reflexive; Instant): The vampire is capable of speaking to animals, capable of casual conversation or even asking “Have you seen this man?” The animals are not any smarter, but unless the Vampire has threatened them in some way many animals will generally answer. By spending 4m and making a successful persuade roll against the animal, the vampire is able to give it commons such as “spy on this man” or “attack that man”. Major actions which endanger the animal’s life increases their Resolve by 3 while ones that do not endanger the animal. The animal will follow the instructions for up to one hour. If the Vampire gains three or more threshold successes over the creature’s Resolve, then it follows the instructions for up to one day or night.

Raise the Familiar (4m 1lhl; Reflexive; Instant): By pouring some of the vampire’s blood into the mouth of a recently deceased creature, the vampire is able to bring the creature into a cursed unlife similar to itself. The animal functions as it did normally in life but the wounds it had at the time of death remain. A Mammoth who was killed by a spear through the brain will have a gaping hole in its head, but such injuries do not impede nor penalize the creature’s normal functions in any way. Like the vampire, the animal itself takes bashing damage instead of lethal from most sources and burns in sunlight. Each activation of this charm keeps the animal alive and moving equal to (Animalism x Essence) days, after which the Vampire may use this charm again on the familiar to keep it going for another number of days as if they just raised it or have it collaspe to the ground dead for good. Feral Whispers can also be used to communicate to the animal from any distance, but if beyond visual sight the vampire must pay 4m and make the persuade roll as normal to see if the animal is able to interpret the message.

Domination Charms

Domination 2: As a permanent enhancement to their power, each Vampire adds their Domination rank to all Charisma and Manipulation based rolls as do any command rolls for battle groups.

Mesmerize (0m/4m; Supplemental; Instant): With but a simple command, the vampire can command lesser minds to do their bidding with shocking ease. By rolling Charisma/Manipulation + Presence the vampire is able mesmerize the victim, which is a special condition where the victim will believe or do what the vampire says. The instructions cannot be longer than five words, must be clear, must be something the target can do, and cannot be unacceptable orders. A simple phrase of “Let us pass” to city guards is perfectly acceptable. The Vampire is even able to manipulate the memories of the opponent as an instill action. Such as “I was never here” or “You killed that man” when it was the Vampire that slit his throat. Against mortals this power cost 0m and mortals cannot use intimacies to boost their resolve. Mortals who are ordered to act against a defining intimacy can resist this charm at a cost of 1 willpower per action, and when an amount of willpower equal to the Vampire’s Essence is spent the mortal is free to act as they wish, remembers exactly what they did, and gains +4 Resolve the next time the vampire tries to use this charm on them.

Against the Exalted, this power is far less effective. First is each use of the charm costs 4m. Second is that ordering the Exalted directly doesn’t work, but rather doubles 9s on all instill, persuade, or bargain actions. Memory alternation still works, functioning as an instill attempt (that still doubles 9s) which if successful implants the illusionary memory, which can only be broken if the Exalt manages to find contradictory evidence.

Iron Edict (4m; Supplemental; Instant): If the victim is mesmerized, the Vampire is able to to use this charm to give them far more complex instructions the length of three sentences. Secondly if the vampire overcomes the mortal's resolve again, they take the Dominated condition, where they cannot spend willpower in order to resist the commands willingly anymore. The only hope the person has is by taking more damage than their stamina to slap them to their senses. The victim remains like this for the rest of the night, but if the Vampire gain’s three or more threshold successes over a victim's resolve, this lasts a number of nights equal to (1 + Vampire’s Essence).

This charm be be used against the Exalted, but again with certain conditions. First is that the charm has a +4m 1WP surcharge attached to it, secondly is that if the Exalt is ordered to do something that goes against a defining intimacy than they may immediately spend a willpower to break control of the charm.

Resilience Charms

Resilience 2: As a permanent enhancement to their power, each Vampire adds their Resilience rating to their stamina for all intents and purposes. Also the first two points of aggravated damage in the scene from any source is turned into lethal damage instead. Lastly each rank of Resilience grants an additional -0 health level instead of the standard health levels normally gained from stamina increases.

Hide of the Beast (Permanent): While in Frenzy or Riding the Wave, the vampire adds his Resilience rating to their soak, effectively granting Resilience x2 additional soak while in a Frenzy. This cannot be used while the vampire wears armour.

Flaws

They Really Are Out to Get You: Some people call older Venture jaded, they call it experience. Venture’s do not require as much evidence in order to convince them that a person or faction is going to go against them. Granted they’d still need some proof, but even if the proof is the bare implication of something than it will be enough for a social influence roll using Persuade, Bargain, or Instill (To lower the intimacy value).

EX-Mode Abilities

Accuracy Up: Increase the accuracy of all of the user’s attacks by 2. This is counted as a stunt bonus.

Iron Edict: Mortal victim’s must be knocked unconscious to stop.

Skill Up: Increase all of the vampire’s skills by two, represented by a stunt bonus.

Demons

In addition to most other unique abilities demons have, most of them also have a skill called Devil Trigger, which greatly amplifies the battle capabilities of the demon itself but often have unique activation conditions. When in Devil Trigger demons become overall more lethal, gain things such as new charms, stronger attacks, or better defenses. Devil Trigger in most cases cannot be forced except with specific charms. Solars who know Saga Beast Virtue may treat Devil Trigger as a single mutation but only for First Circle Demons. First Circle Demon For new ST’s, First Circle Demons almost always have Essence ratings between 1-4, with Essence 4 demons being very strong.

Doom

Imp, the Demonic Footsoldier of Hell

Appearing as brown skinned humanoids with bone spikes coming out of its elbows and shoulders, the Imp is regarded as one of the most common demons in all of hell. One of the most ‘human’ demons in all of hell they tend to have few if any dramatic personality traits that other demons have. Indeed while the male sex of this demon is often regarded as hideous, the female demon is quite attractive in comparison, having red hair and a complete set of secondary sex characteristics.

Imps are quite curious, and their bodies are well adapted to exploration and scouting. Nearly all of them having a strong case of wanderlust, they’ll often want to explore an area thoroughly before moving onto the next. Doing everything from exploring jungles full of teeth to the demonic cities of Malfeas. They are quite fascinated by Creation and relish any chance to set forth and adventure around in it. It is said that for every adventurer or explorer that dies in Creation an Imp manages to escape from Malfeas.

Difficulty: A backbone of hellish armies everywhere. These Fireball spitting freaks have no real weaknesses but no real strengths (outside of their mobility) either. Devil Trigger makes them far more deadly, but nothing an exalt with marginal combat investment could take care of. Rip and tear to your pleasure.

Suggested Type: Strong / Special

Essence: 2 Willpower: 6 Join Battle: 6 dice

Personal Motes: 75/75

Health Levels: -0/-1x2/-2x3/-4/Incap.

Actions: Feats of Strength: 8 dice (may attempt difficulty 3 feats of Strength): Resisting Disease/Poison/Hardship: 6 dice; Social Influence: 6 dice (Males may make intimidation checks, females may make seduction checks); Senses: 6 dice (See Night vision); Stealth: 7 dice (See Attack from Above); Tour Guide: 8 dice (Only in hell and areas it has been in Creation before)

Appearance 3 (Hideous for males, beautiful for females), Resolve 2, Guile 2

Combat:

Claws: 11 dice (Damage 11L)

Fireball: 12 dice (Damage 13L)

Combat Movement: 8 dice

Evasion: 4 Parry: 3

Soak/Hardness: 7/0 (Tough Skin)

Special Attacks

Fireball: By spitting a ball of fire into its hand, the Imp is capable of tossing the Fireball to an amazing range with surprising accuracy. Having the tags Archery (Long) and Crossbow. Throughout both Hell and Creation Imps are known to being easy to handle marksmen of sorts. However their fireballs are slow, and if attacking a target out to medium or longer range than the attack automatically misses if the target moves a range brand since the fireball was launched.

Merits

Attack from Above!: The Imp gains one automatic success on all attack rolls if it attacks from a higher elevation than the opponent. If above the opponent, they also gain one automatic success on all stealth rolls.

Demonic Agility: The Imp is considered to be under the effects of Monkey Leap Technique at all times and is able to stick to ceilings and walls without any extra difficulty, climbing up them as if they were solid land. Additionally Imps are able to fight while prone with no penalties, but cannot use their fireball attack while prone.

Night Vision: Imps can see in dim conditions as though they were in broad daylight, and reduce the difficulty of Perception-based checks made in deeper darkness by one.

Stalking Imp Advantage: Imps adds one automatic success to any Join Battle roll made while in stealth.

Offensive Charms

Forceful Pounce (5m 1WP; Reflexive; Instant; Dual): When an Imp moves from short to close range of an opponent they may activate this charm, forcing power in their hind legs as they pounce upon their opponent. Make a contested combat movement speed test between both targets (counting as a rush for charm purposes), which if successful the Imp adds the amount of threshold dice as bonus damage for withering damage or double a similar amount of 10s in a decisive damage roll. If the Imp made this attack from stealth or succeeds with a threshold of 5+ or more, than the damage roll doubles 9s if withering or adds an extra amount of damage equal to half the threshold victory rounded up on decisive attacks in addition to its usual benefits.

Shoot and Run (5m; Reflexive; Instant; Essence 1): When the Imp makes a successful disengage roll it may activate this charm to make a reflexive attack against the target it disengaged from (if multiple, pick one).

Principle of Motion (10m, 1wp; Reflexive; Instant; Essence 2): The Imp moves with blinding speed, taking a flurry without the usual restrictions—it can flurry two of the same action if desired, and it ignores the usual penalties to dice pools and Defense.

Miscellaneous charms

Hurry Home (10m, 1wp; Simple; Instant; Essence 1): The demon fades away and vanishes on its next turn, drawn instantly to its summoner’s side. This Charm is unavailable when the demon is unbound.

Materialize (40m 1WP, simple, Instant): The Imp manifests itself from a sudden burst of flame that appears from the air.

Measure the Wind (5m, Simple, Instant): The Warlord can measure anyone it makes a command roll against.

EX-Mode Abilities

Accuracy Up: Increase the Accuracy of the unit’s attacks by +2, counting as a stunt bonus. This does not apply when in a battlegroup.

Devil Trigger: The Imp undergoes a dramatic power increase as its skin turns a pitch black (female variants gaining white hair) that gives a strong improvement of abilities across the board. ● Essence increases to 3. ● All actions and accuracy values increase by +2 (This stacks with Accuracy Up if its in play already). Imp may attempt Strength 5 Feats of Strength ● A large toughness boost. The Imp’s soak increase to 9/5 and increases its health levels to -0x2/-1x3/-2x3/-4/Incap. ● The accuracy of all attacks increase by +1 and the damage increases by +3. Claws gain an overwhelming value of 3 and the fireballs gain one of 4. ● Evasion and Parry both increase by one. ● Fireballs gain a slight homing ability, allowing them to steer towards targets. Fireball attacks no longer automatically miss if the target moves a range brand barring total cover and may make attacks out to extreme range. For 5m the Imp may automatically complete an aim action and treat the range brand as one less for attacking if that is beneficial (So long becomes medium, medium becomes short, etc...) ● Stealth rolls gain one automatic success during the night or low light conditions. ● Longer duration, when most demons remain in Devil Trigger for a scene Imps can remain in it for a day if it was triggered naturally. If an Imp is able to discover something that no one else has discovered before (Such as enemy intelligence from a camp) or manages to incapacitate a significant opponent (If a demon it must be a Special character Essence 4 or higher) than it may immediately enter Devil Trigger.

Nightmare Variant: Imps have an Imp variant called the Nightmare Imp, and elusive demon that makes it hard to see due to near perpetual invisibility. It has the following changes over the normal Imp: ● Shadow Cloak: A Nightmare Imp always appears to be something akin to partically materialized, as if not fully formed within this world. The Nightmare Imp adds +2 dice to stealth, subtracts 2 successes on any sight based roll in order to find it, and does not apply the -3 penalty for moving while in Stealth. Additionally whenever it moves afterimages trail behind it, making it hard to properly attack it or chase after it. So long has it has moved at least one range brand since its last turn it increases its Evasion by 1 and adds one automatic success to all movement based rolls. However it hates the sunlight, and any action made while in brand light is done at a -2 penalty.

Pinky, the Ravenous Explorer/Vanguard

Pinky demons (Whose real name was lost long ago) are a type of demon known for rushing headlong into potential meals and other problems. Capable of eating almost anything and everything, Pinky Demons can often tear a full grown man to shreds into seconds while their charges hit like a Bull in its prime. Pinky Demons are also encouraged to face their problems head on, as their back is unarmoured and exposed.

Aside from making excellent charging bulwarks for offensive armies, Pinky Demons also make excellent trackers and garbage disposals.

Difficulty: Kinda like heavily armoured Blood Apes, as getting grappled by either leads to a world of pain. The only difference is the Pinky trades in some speed and range for increased durability.

Suggested Type: Strong / Special

Essence: 2 Willpower: 6 Join Battle: 6 dice

Personal Motes: 75/75

Health Levels: -0/-1x3/-2x3/-4/Incap.

Actions: Feats of Strength: 10 dice (may attempt Strength 5 feats); Resist Poison/Illness: 8 dice; Senses: 6 dice; Stealth: 6 dice; Threaten: 7 dice; Tracking: 5 dice

Appearance 3 (Hideous), Resolve 3, Guile 1

Combat:

Claw: 13 dice (Damage 13L)

Bite: 11 dice (Damage 15L/2)

Grapple: 8 dice (10 to control)

Combat Movement: 5 dice (See Armoured Charge)

Evasion: 2 Parry: 4

Soak/Hardness: ● 15/7 (Armour Plated front) ● 5/0 (Exposed Rear)

Merits

By Hunger Nourished: So long as a Pinky willingly consumes something, it cannot become poisoned or sick by what it eats.

Eat From the Floor: Pinky demons gain a +2 damage bonus against any prone target.

Keen Taste: The Pinky is considered to have the charm Keen Taste technique active at all times.

Charms

Armoured Charge (5m 1WP; Reflexive; Instant; Essence 1): By lowering its head and bursting forth with a surprising burst of speed, the Pinky may attempt to rush its opponent from out to medium range, gaining a +3 bonus to speed and allowing it to move reflexively twice for the duration of the rush. If the Pinky Demon manages to close within close range of its target before the end of its next turn, it may attack reflexively and if its attack deals 5+ withering damage or any decisive damage than the target is knocked prone. Lastly any attacks made have a +2 bonus to accuracy or +2 bonus to withering damage.

Clamp Down (1i per round kept; Reflexive; Instant; Perilous; Essence 2): When a Pinky Demon bites down on something, it will rarely if ever let go. When subjected to an attack or hit by by another, the Pinky may pay 1i per round of control lost in order to keep it instead.

Om Nom Nom! (4m; Supplemental; Instant; Uniform; Essence 1): When a Pinky demon manages to grapple a target they will immediately attempt to use their mouth to do damage, granting it the piercing keyword to all attacks. In addition if a Pinky hits with +5 or more threshold successes on the attack, double 9s on the damage roll.

You Are What You Eat (Permanent): Whenever the Pinky incapacitates an opponent they may then take an action to consume the helpless body and roll (3+[Opponent’s Essence]), immediately recovering a number of health levels or initiative equal to the successes on the roll. As a battle group they may instead roll (3 + Battle group size) dice whenever a battle group’s size is depleted as part of a reflexive rally for numbers roll, represented as injured members recovering their health.

Your Resistance Only Makes You Tastier (5m 1WP; Reflexive; Instant; Essence 1): Whenever the Pinky manages to crash a target it has grappled, it may pay 5m 1WP in order to make a reflexive attack against those it has grappled. If the target isn’t grappled, the Pinky may make a reflexive grapple attack.

Flaws

Armoured Front: Only the front of the Pinky is considered to be heavily armoured, the rear of it is considered to be lightly armoured. At all times the Pinky is considered to be facing at least one target it is aware of. In order to get around to the Pinky’s weak spot one has to disengage it and move back into close range after, surprise attacks, or knocking it prone.

EX-Mode Abilities

Accuracy Up: Increase the Accuracy of the unit’s attacks by +2, counting as a stunt bonus. This does not apply when in a battlegroup.

Devil Trigger: The defensive capabilities of the Pinky increase upon entering Devil Trigger, their skin turning a deep red colour instead. When in Devil Trigger Pinky’s gain the following abiliites: ● Add 1x -1 and 1x -2 health levels. ● Unless they attack from the backside of the Pinky, all damage is reduced by 2. This is compared post-soak to withering attacks and before hardness comparisons on decisive attacks. ● A Pinky boosts its speed by 2. ● The Pinky adds threshold successes on the Grapple gambit roll as bonus dice to the control roll and doubles 10s on the gambit. Pinky’s activate Devil Trigger whenever they eat 3 or more human sized bodies in a scene.

Erymanthus, the Blood-Ape, Demon of the First Circle

EX-Mode Abilities

Accuracy Up: Increase the Accuracy of the unit’s attacks by +2, counting as a stunt bonus. This does not apply when in a battlegroup.

Devil Trigger: The Blood Ape lets out a bloodcurdling shout from its mouth, abandoning any pretense of subtlety and fully throwing itself into the fray. It becomes immune to any intimidate or Social Influence command to make it back down from battle, wound penalties instead apply to all attack/withering damage rolls and to break something and increases the combat movement by +2 die. The Blood Ape may reflexively activate this power when he either does 5 or more levels of lethal damage over the course of a fight.

Teodozjia, the Lion Sent Forth in the World

The Teodozjia are the mythical priests that spread the gospel of the Yozi. Seemingly immortal, all knowing, and with a stunning majestic appearance that commands awe in all that set eyes upon them. Created by Zsofika specifically for this purpose, they are the creatures that wish to usher in the worship of the Yozi’s. Their very existence in Creation is an affront to other gods, the noble demons capable of not only dispelling cults of traitor gods but often enough to deal with the gods themselves given their strength. Of a special note is their hatred for the Unconquered Sun and their own priests, in which the Teodozjia take any chance to destroy such relics and if a Zenith and a Teodozjia are in the same room together, it is said that only one will survive the encounter.

Difficulty: A slow but powerful tank that is capable of some fairly decent social influence as well. Without proper damage adding charms players may find themselves hard pressed to take on a Teodozjia with withering attacks. Their low speed however makes them easy to retreat from at least.

Suggested Type: Strong / Special

Essence: 4 Willpower: 7 Join Battle: 6 dice

Personal Motes: 100/100

Health Levels: -0/-1x6/-2x5/-4/Incap.

Actions: Any Lore roll: 7 dice; Any Occult roll: 9 dice; Any Social Influence roll: 8 dice; Feats of Strength: 6 dice (may attempt Strength 5 Feats of Strength); Resisting Poison/Illness/Hardship: 11 dice; Senses: 6 dice; Tracking: 6 dice; All other rolls: 3 dice

Appearance 4, Resolve 3, Guile 3

Combat:

Claw: 12 dice, 12L/3 damage

Bite: 10 dice, 15L/4 damage

Words of Power: 13 dice, 14B/3 damage, has Smashing tag

Grapple: 8 dice (10 dice to control)

Combat Movement: 4 dice

Evasion: 3 Parry: 5

Soak/Hardness: 13/5 (Jade plated Skin)

Special Attacks

Heretical Edifice Destruction: Whenever the Teodozjia comes within short range of a holy object that is not owned by the yozi’s, it may attempt a reflexive feat of Strength roll in order to destroy it gaining +4 bonus dice in the process (Which can stack with Bane Weapon). This is represented as some sort of divine force smiting the object rather than a direct attack made by the Teodozjia. Artifact religious symbols are immune to this, but the Teodozjia will attempt to hide or deface such objects instead unless specifically ordered not to.

Merits

Teodozjia Hive Mind: The Teodozjia may attempt to pull any information that another Teodozjia knows, regardless of boundaries or space in between. This is a special kind of fact roll, which the Teodozjia may validly declare any fact another Teodozjia knows about, meaning for most cases Teodozjia’s can always declare facts. The information provided can be a bit hazy however, and adds +1 to the difficulty of the Lore roll the Teodozjia makes. After a day the Teodozjia may reattempt to challenge a lore roll once again.

Zenith Enmity: Whenever a Teodozjia encounters a Zenith caste Solar Exalted only one of them may leave the encounter alive. The Teodozjia immediately rolls battle against the target and commences battle against it. This act is akin to breathing for the Teodozjia, and is known to attack Zeniths even when under sorcerous bindings or under diplomatic immunity of the Eclipse caste. Ordering it to stop attacking for a single turn costs a single point of willpower for the Teodozjia. Disguises can fool the Teodozjia, however it always counts as being applicable for the roll and adds +4 bonus dice to the roll. Stealth functions as normal for any Zenith solars.

Offensive Charms

Bane Weapon (5m; Supplemental; Uniform): When pitted against Creation based gods the Teodozjia may spend 5m to add +4 dice post soak on a withering attack or add up to +4 dice to a decisive attack roll. When attempting to use a feat of Strength to destroy a holy symbol or structure may add +4 non-charm dice to the roll.

Principle of Motion (10m, 1wp; Reflexive; Instant; Essence 2): The Warlord moves with blinding speed, taking a flurry without the usual restrictions—it can flurry two of the same action if desired, and it ignores the usual penalties to dice pools and Defense.

Shattering Roar (15m, 1wp; Simple; Instant; Dual; Essence 2): The Teodozjia emits a howl potent enough to pulp flesh and pulverize bone, attacking an enemy out to medium range with a roll of ten dice. Withering howls have a base damage of 20. Decisive attacks add extra successes to their raw damage, and deal bashing damage. Once per fight, unless reset by forcing an enemy into a decision point and them accepting your influence.

Words of Power (5m 1WP; Reflexive; One scene; Uniform; Essence 3): The Teodozjia’s very own words carry the weight and authority of the Yozi’s, allowing it to attack targets with speech out to medium range using the statistics of a light Thrown weapon. Additionally the Teodozjia can flurry social actions along with such attacks with no penalty, so long as it makes the target abandon non-yozi based gods, promote worship of the Yozi’s or themselves, or force themselves to submit on behalf of the Yozi’s.

Defensive Charms

Armour of Faith (5m; Reflexive; One Tick; Dual): When faced with trials against their faith the Teodozjia only stands firm resolute in its faith towards its cause. The Teodozjia may channel intimacies in order to bolster its soak, increasing its soak and hardness by the amount the resolve bonus that the intimacy would give and reduces damage post soak (withering) or raw damage (decisive) by half that amount. If the intimacy used was defining, the Teodozjia increases its soak and hardness by 1 for the rest of the scene. The only flaw involving this charm is that when the intimacy is used for defense, it cannot be used again by this charm for the rest of the scene unless the Teodozjia either undergoes significant dangerous hardship to justify the intimacy or successfully defends it in a decision point.

Social Charms

Inquisitor's Sharp Eye (5m; Reflexive; Instant; Eclipse; Essence 1): The Teodozjia’s mind is sharp, it must be to root out the followers of heretical gods. The Teodozjia may attempt a Read Intentions action against a target, adding (Essence) additional dice and doubling 9s on the roll. If successful the Teodozjia learns what god(s) or beings the target worships, if any. If successful the Teodozjia gains a single automatic success on all further social actions against the target for the rest of the scene, so long as it comes with the end goal of making them worship the user themselves or the Yozi’s. Unlike normal Read Intentions actions, the Teodozjia does not need a prompt to make this roll, and if it fails it merely cannot use this charm for the rest of the scene rather than lose all Read Motivation actions.

Righteous Lion Defense (Permanent): The Teodozjia have a defining intimacy towards their Yozi masters and one towards its hatred of other gods. These intimacies cannot be altered with or tampered in any way, and treats all influence going against such intimacies as unacceptable influence.

Miscellaneous charms

Hurry Home (10m, 1wp; Simple; Instant; Essence 1): The demon fades away and vanishes on its next turn, drawn instantly to its summoner’s side. This Charm is unavailable when the demon is unbound.

Materialize (65m 1WP; simple; Instant): The Teodozjia manifests itself from a column of earth that rises up and shatters to reveal its image. Sand also works.

Measure the Wind (5m; Simple; Instant): The Teodozjia can measure anyone who claims to be a strict follower of faith. It may also use this power to determine if the target is a Zenith caste, but if it uses it so blindly they only get a simple yes/no answer on whenever the target is a Zenith or not.

Weather Control (10m; Reflexive; Four Hours): Upon activating this charm, the Teodozjia may attempt to blot out the sun or moon with thick cover of clouds. When angry, green rain with black bolts of lightning may rain from the sky.

EX-Mode Abilities

Accuracy Up: Increase the Accuracy of the unit’s attacks by +2, counting as a stunt bonus. This does not apply when in a battlegroup.

Devil Trigger: With a mighty roar the Teodozjia turns into a pitch black colour, clouds and lightning billowing around it while its eyes glow with fury. While in Devil Trigger mode,the Teodozjia gains the following benefits: ● Bane Weapon may apply to rival priests. For the purpose of this charm, any Exalted of a god counts as as a rival priest but is only half as effective. ● Words of Power may completely ignore all armoured and natural soak, using only the victim’s resolve or unmodified stamina (whichever is higher) in order to soak the attack, along with relevant intimacies to boost soak as if it were resolve. The Teodozjia can only use this on targets who worship a heretical god. ● Increase soak and hardness to 15/10. Devil Trigger may be activated when the Teodozjia successfully destroys a religious relic that requires Strength 5 to destroy or when they slay a supernatural priest.

Tomescu, the Living Cloud Arsenal

Each Tomescu appears as a living cloud of miasma, which on rare occasions one can see a glimmer of an insectoid carapace behind it. Extending from the Tomescu are what seems a limitless amount of arms ending in various weapons such as swords, spears, maces, and bows. While Tomescu do not enjoy combat, they nonetheless excel at it making them excellent skirmishers.

All Tomescu are born with the knowledge of their own death, and it's perhaps this knowledge that causes them to go insane. Each and every Tomescu howls at every dusk and sunset, which is the only reason how demons in Malfeas can tell whenever it's day or night. The rare Tomescu however doesn’t foresee its own death, but rather a great destiny awaiting it. It’s these solemn Tomescu that are some of the most feared demons in Malfeas.

When summoned in Creation, Tomescu’s are known to head off in order to perform seemingly innocent and/or pointless tasks, such as take down all the wanted posters in a town or to switch one caravan horse out with another. While this is never directly harmful to the summoner, these actions are known to cause large and widespread butterfly effects from hell.

Difficulty: Tomescu’s will get double the amount of attacks in one on one battles, in battles where it is outnumbered it is able to get far more counterattacks off. However the main gimmick of the Tomescu is that of the counter ability, and once you get past that it's really not that hard.

Suggested Type: Strong / Special

Essence: 2 Willpower: 5 Join Battle: 7 dice

Personal Motes: 75

Health Levels: -0/-1x4/-2x4/-4/Incap.

Sample Intimacies: ● Defining: To Live for the Moment (Principle, Tie)

Actions: Astrology: 7 dice; Any War related roll: 5 dice (6 dice when outnumbered) Resisting Disease/Poison/Hardship: 5 dice; Senses: 6 dice

Appearance 1, Resolve 3, Guile 2 (See Fog Body)

Combat:

Light Weapon: 13 dice, 11L damage

Medium Weapon: 11 dice, 13L damage

Heavy Weapon: 9 dice, 15L damage

Archery Weapon: 13 dice at short, 12L damage

Combat Movement: 7

Evasion: 3 Parry: 5

Soak/Hardness: 5/0 (Carapace armour: +3)

Special Attacks

Arsenal Body: Born and bred to fight against multiple opponents at once, the Tomescu is capable of making a reflexive withering or decisive counterattack against each target that attacks it using any one of its weapons at its full dice pool. This counterattack however only occurs after the attack against the Tomescu has fully resolved and can be done once per opponent per turn. Lastly the Tomescu is capable of using any weapon it pleases at will, using the tags from each weapon as well. Lastly all weapons have the Natural tag.

Merits

Fog Body: The Tomescu’s body is constantly covered in a thick, roiling fog which makes reading its true intentions difficult. Apply a -5 to any read intentions action against the Tomescu that relies purely on sight.

Howlers: At the beginning of every dusk and dawn, the Tomescu makes a blood curdling howl towards the sky. This cannot be prevented in any way.

Charms

Materialize (40m 1WP, Simple; Instant, Essence 1): The demon is capable of taking on a material form, shown by clouds of mist quickly condensing into a singular ball.

Measure the Wind (5m; Simple; Instant; Essence 1): The Tomescu can discern the nature of anyone it has read the destiny with via astrology or Natural Prognostication.

Natural Prognostication (10m 1WP, Simple, Instant, Essence 2): The Tomescu can see into the future, capable of seeing its destiny as well as the destiny of others. The Tomescu activates this charm and rolls 8 dice. The difficulty of the roll is 1 normally, but if the target is an essence wielding user of some sort this increases by 1, and increase by another 1 if the target had any recent battles. For each threshold success the Tomescu gets over this roll, it gives their master one prophetic hint regarding the future. For example, a Tomescu reading a Solar on the run from the Wyld Hunt could give a rough idea of the time the Immaculate’s ambush is going to happen, a rough soldier count, and hints about any traps that may be in the area. As a general rule the information is vague enough not to instantly solve a problem most of the time, but would be suitable for a +2 circumstance bonus if it applies and strategic warfare rolls can always be made no matter how unfamiliar one is with a target. Once used the Tomescu cannot use this charm again on the individual until the even has played out, and even summoning new Tomescu will wield the exact same information with nothing new.

Spirit Cutting (3m, instant, supplemental, the spirit is capable of attack targets who are dematerialized)

EX-Mode Abilities

Accuracy Up: Increase the Accuracy of the unit’s attacks by +2, counting as a stunt bonus. This does not apply when in a battlegroup.

Devil Trigger: The Tomescu’s body becomes a raging stormcloud that electrifies all of its weaponry and turning them into artifact equality weapons. All weapons gain +1 accuracy and +3 damage and gain the proper amount of overwhelming damage to go along with it. This ability is activated when the Tomescu lands five successful counterattacks in a row.

Skill Up: Increase the dice value from all of the creature’s actions by +2, counting as a stunt bonus.

Warlord, the Demonic Lieutenants

Oh hey look, meat pinatas!

Warlord’s are the Demonic Lieutenants in Hell’s armies. These individuals are not happy winning a single conflict, but winning an entire war. Warlord’s are glad to accept a loss if it means to a bigger victory down the line. They abhor combat for combat’s sake but will gladly throw down their lives in the name of conquest, and their skills and capabilities in battle make them admirable Lieutenants for the constant wars that go on in Hell itself. If their ambition exceeds their sense, they may even try to gather their own warband and take over parts of the demon realm, which may actually succeed... until they run into an angry second/third circle or an Infernal Exalt.

When summoned in creation, Warlord’s are known to be overly zealous in ensuring victory for their summoner’s armies and no tactic is too barbaric or cruel for this demon. If left to their own devices, a Warlord will resort to things such as poisoning an enemy’s food supply or parading captured women and children in front of an attacking army (Usually belonging to the attacking army itself). Ahlat is known to hate these demons with a seething fury, believing that they make a mockery out of him and his Aurochs.

Difficulty: Big large ugly thing. Lots of soak and a few HL’s for a First Circle Demon. Its main threat however is by serving as a force multiplier to other forces in the area by buffing them with command rolls, activating Devil Trigger for Demonic allies, while still being fairly powerful in its own right with big weapons and tough armour.

Suggested Type: Strong / Special

Essence: 4 Willpower: 8 Join Battle: 5 dice

Personal Motes: 90/90

Health Levels: -0x2/-1x4/-2x4/-4/Incap.

Actions: Command: 8 dice; Feats of Strength: 10 dice (may attempt Strength 5 feats); Resist Poison/Illness: 8 dice; Senses: 7 dice; Threaten: 7 dice, Training New Recruits: 10 dice

Appearance 3 (Hideous), Resolve 3, Guile 1 (See Battlefield Tactics)

Combat:

Heavy Axe: 9 dice, 17L/1 damage, has Chopping tag

Chopping Sword: 11 dice, 15L/2 damage, has Chopping tag

Combat Movement: 4 dice

Evasion: 2 Parry: 4

Soak/Hardness: 12/0

Special Attacks

Lead by Example: Every time the Warlord crashes, incapacitates, or reduces a battle group in size than he is able to reflexively make a command roll.

Merits

Ambidextrous: The Warlord suffers no penalties for wielding items in his off hand and can use both hands equally.

Battlefield Tactics: When in battle, the Warlord treats his Guile as 3 when attempting to resist combat related charms.

Large Frame: The large body of the Warlord allows him to hold Two-Handed weapons in one hand without penalty but still retain the two-handed bonus during clashes.

Offensive Charms

Battlefield Tactician (5m; Simple; Decisive-Only): Upon making a successful distract gambit, the Warlord may donate up to an additional (Half of the difficulty of the Gambit, rounded up) initiative. If the Warlord is a normal opponent, than instead of donating his own initiative he may pay an amount of motes equal to however much initiative the recipient would’ve gained.

Bladed Shockwave (10m, Simple, Instant): After taking an aim action, the Warlord may then swing at the target allowing him to use a melee attack out to short range, the sheer air pressure itself being as sharp as any blade.

Demonic Command (10m 1WP; Simple; Instant; Essence 3): By sacrificing its turn the Warlord is able to select a demonic ally in range. Rolling command and adding the successes as bonus dice to hit. This can only be used on first circle demons and cannot be used in conjunction with Principle of Motion.

Demonic Role Cry (15m 3i, Simple, Instant): The Warlord may make a command roll that uses double 9s.

Demonic Vanguard (5m; Reflexive; One Turn): If the Warlord has a shield in at least one hand, than it is able to assume a reflexive defend other action on behalf of a single demonic ally or bonded summoner. This must be used on a single target, and cannot be used to protect a Battlegroup.

Force Devil Trigger (10m, Simple): The Warlord channels a vast amount of power into an underling under his charge, causing them to fly into a frenzy and begin attacking an opponent. When this charm is activated, one demonic member of the battlegroup immediately activates his Devil Trigger mode becoming a normal tier opponent or Special one if you’re not using those rules. This ability can only be used on First Circle Demons except other Warlords.

Giant Cleave (5m; Simple; Instant; Withering-Only; Essence 2): With a giant swing of its weapons, the Warlord is capable of hitting nearly everyone in close range of itself. Whenever the Warlord makes an attack, he may use this charm to attack everyone in close range in front of him, but the fury of his attack is still mainly applied to one target. Select a target, that target has a withering attack resolve normally against them but everyone within close range of the victim is also subjected to the attack, comparing the Warlord’s attack roll to everyone in range who take (threshold successes) of unsoakable damage if hit, maximum 4.

Principle of Motion (10m, 1wp; Reflexive; Instant; Essence 2): The Warlord moves with blinding speed, taking a flurry without the usual restrictions—it can flurry two of the same action if desired, and it ignores the usual penalties to dice pools and Defense.

Teather Toss (7m 3i, Simple, Withering-Only): The Warlord is able to tactically reposition elements on the battlefield as he sees fit using this unique power. If the Warlord has a spare hand available he may use it to conjure a magical lasso that extends out to short range, having an accuracy rating of 13 dice and 15 ‘damage’. The damage doesn’t actually damage the opponent, but rather is abstraction to see if he’s able to lasso an opponent. If 5+ or more withering damage is dealt, than the Warlord is able to move the opponent one range brand in any direction. If the Warlord drags an opponent towards his direction, he is able to immediately and reflexively attack using the weapon his other hand. Strong type Warlord’s ignore the initiative cost. Alternatively this ability may be used as a gambit, using an accuracy of 9 dice and with a difficulty of 2.

Miscellaneous charms

Hurry Home (10m, 1wp; Simple; Instant; Essence 1): The demon fades away and vanishes on its next turn, drawn instantly to its summoner’s side. This Charm is unavailable when the demon is unbound.

Materialize (40m 1WP, simple, Instant): The Warlord manifests itself from the arms and armour scattered on the battlefield or if no armour exists, a place where it would be tactically advantageous, such out from a nearby door or closet.

Measure the Wind (5m, Simple, Instant): The Warlord can measure anyone it makes a command roll against.

Flaws

No I’m the Leader: Making a battlegroup out of warlord’s seems like a good idea until you realize that each and every one of them seems to have a better idea on how to fight, never coming to any sort of consensus. The Drill of any Warlord based battlegroup will always be poor, even after any and all modifiers. Additionally Warlord charms to benefit other demons never work on other Warlords.

Knowledge Rolls

Using Your Head (Difficulty 4 INT+Occult/Lore roll): With a bit of sorcerous know how, the head of a Warlord can be made to fire powerful eye lasers from it. This is represented as a medium Archery weapon that does an additional (Essence) damage post soak for 5m as a simple action and has the tags Archery (Medium) and Flame (Not really a flame, but can’t be extended) and can be aimed with Dexterity+Archery/Occult or Intelligence + Occult. The head is good for (User’s Essence) attacks or one day, after which the energy expelling it vanishes.

EX-Mode Abilities

Accuracy Up: Increase the Accuracy of the unit’s attacks by +2, counting as a stunt bonus. This does not apply when in a battlegroup.

Demonic Command: Can be used in Conjunction with Principle of Motion now.

Devil Trigger: The Warlord materializes a banner matching the summoners crest or house he currently serves. So long as this banner flies the drill of a battlegroup he commands increases by one step (up to a maximum of elite), all command actions gain an additional automatic success, anyone who is summoned to attack via Demonic Command also gains additional damage equal to the bonus dice on the attack roll, and lastly sets its soak to 14/5. This ability is activated when the Warlord gains three ‘points’, with each of the following actions counting as a point: ● Successfully preventing an allied battlegroup from dissolution ● Beginning a battle with a stratagem in effect ● Having an ally who under the effect of Demonic Command or allied battlegroup successfully crash/incapacitate an enemy.

Teather Toss: Anyone who is pulled by this charm suffers a -2 penalty to their defense from the sheer and sudden jolt of being forcefully pushed around the battlefield. As a point of clarification, this charm cannot be used at Close range.

Mortals

The Enlightened Masters A serious mortal practitioner of the martial arts may be one out of a thousand people, and for those who know the esoteric fighting styles that martial arts brings that is enough to bring them an edge in battle itself. But what of the martial artists who are one in a thousand themselves? People who are not only content to practice what their martial art means in both the physical and philosophical sense, but those who practice it above all else? Sometimes the end result is a being who manages to awaken their own essence, not relying on the blessing of a god or a trip into the Wyld, but those who manage to awaken it all by themselves? These people are called the Enlightened Masters.

Enlightened Masters are the most common in the Threshold, as the Immaculate Order considers anywho who practices the Five Styles outside of the Dragonblooded as people who cannot contain their power and will destroy themselves. For everyone else these are the masters of the craft whose power is whispered the dread secrets. Those capable of felling armies and being the living embodiment of their craft. With such power and enlightened sense of purpose, these people seem strange and distant to most people, all but the most hotheaded of people give them a wide berth.

These people still have limits however. Sidereal Martial Arts (even if they knew of them) cannot be learned by these people while all of their martial arts are learned with the Celestial tag. Lastly their Essence cannot be raised about 3. Dreaming Pearl Master

Enlightened Masters of the Dreaming Pearl style are as fleeting as a dream themselves. Their dojos most often being the ballroom galas of nobles moreso than in the battlefield, but in either area they still leave a trail of broken hearts behind (One is just in the very literal sense). Some Dreaming Pearl Masters will keep the fact that they practice the style a secret to keep an upper hand in battle, others will gladly show off their names and list of accomplishments in order to keep living the Dream.

Graceful Fallen Snow really does not enjoy using this style, for using it only reminds him of his recently departed wife. Serving as years as a male courtesan, but in reality a special agent and special investigator, for Majordomo Iron Bear of the Spear Clan he was unexpectedly betrayed. A group of bandits attacking him and his wife on the side of his road. With both his wife and family now dead and himself being declared as a traitor of the state, he is prepared to do anything in order to kill Iron Bear, even if it means plunging his country into civil war.

Graceful Fallen Snow appears as a slender and effeminate man, with looks capable of melting the hearts of both men and women. His smooth smile and gentle looks always give the look of courtesy, but those who are capable of breaking his strong poker face may see the stifled rage that lives underneath. Graceful Fallen Snow always appears to be wearing the fanciest of kimono’s or noble uniforms, and always with a paper fan of some sort. Visible weapons are hardly needed when one can use a paper fan to cut through metal armour after all.

Difficulty: Combing martial might and social prowess into one package makes this a deadly form indeed. People who think the worse is over when they unravel all of the master manipulators plans may be shocked to learn that he can fight really well too.

Suggested Type: Special

Essence: 2 Willpower: 7 Join Battle: 8 dice

Personal Motes: 20/20

Health Levels: -0/-1x2/-2x2/-4/Incap.

Actions: Investigation: 8 dice; Read Intentions: 8 dice; Senses: 8 dice; Stealth: 6 dice; Social Influence: 9 dice

Appearance 4, Resolve 4, Guile 4

Combat:

Unarmed: 14 dice (9 damage)

Dreaming Pearl Form Attack: 15 dice (12L/4 damage)

Grapple: 10 dice (7 dice to control)

Combat Movement: 8

Evasion: 4 Parry: 6

Soak/Hardness: 3/0 (6/0 when Pearlescent Filigree Defense is active, 8/4 when Dreaming Pearl form is active)

Charms

Dreaming Pearl Excellency: When assuming Dreaming Pearl Form, the Dreaming Pearl Master may add +1 dice per 1m he spends, up to a maximum of 5m. However he may only do so for any roll which involves a Dreaming Pearl style roll.

Demure Feint (3m, Reflexive, +1 on evasion based defense or +1 success on disengage roll. If Appearance is greater than target’s Resolve, increase bonuses to two. Defending or disengaging increases initiative by 1)

Elegant Weapon Repertoire (3m, Supplemental, add weapon accuracy score to withering damage or one die to decisive. Use Ready weapon action to empower seemingly innocent objects into deadly light weapons +1 Overwhelming value. Depending on the weapon, different tags to attacks can be done: ● Disarm: Items such as weighted clothing or sashes. ● Grappling: Things that tie up the target, such as dresses/Ropes/Blankets ● Piercing: Things that are sharp and pointy. Knitting needles, broken china, or very sharp fingernails. ● Shield: Items with broad surfaces, such as paper fans or the long flowing sleeves of a robe.

Pearlescent Filigree Defense (1m, Reflexive, any attack that targets the character while this charm is up treats the character as having an additional +3 soak which counts as light armour. May spend up to 4 additional motes to increase soak on 1:1 basis.)

Dreaming Pearl Courtesan Form (8m, simple, scene, make attacks out to short range, Elegant Weapon and Filigree Defense gain traits of artifact armour and weapons. Reflexively activate if succeed on disengage action with +5 threshold successes or more)

Fragrant Pedal Fascination Prana (4m, Supplemental, 2 bonus successes to inspire love, lust, mercy, distraction, or similar emotions with inspire action. If this exceeds Resolve of opponent, gain +1 initiative up to APP max, even if opponents spend WP to resist. Once an enemy is exposed to this charm, he is immune to it for the rest of the scene)

Seven Storms Escape Prana (4m 2i, R1/2, Instant, -4 penalty to any opponent who contests disengage, rush, or control roll on clinch against him. If the successes on the roll are greater than the Resolve of the opponent then they must pay a point of WP or automatically fail roll)

Flurry of August Leaves (3m 1WP, Simple, Decisive-Only, different effects based on weapon tags, pick one effect if multiple are allowed: ● Disarm: No initiative cost for gambit, throw weapon out to medium range, long range with form. ● Shield: Take a full defense action reflexively for free as part of attack ● Piercing: Set base soak and hardness to zero against MA’s for next two rounds. ● Grappling: Ignore initiative cost of grapple gambit, use Initiative+Essence rather than normal control roll, if grapple out to short range than enemy is dragged to close.

EX-Mode Abilities

Dreaming Pearl Excellency: The Dreaming Pearl Master may now use the Excellency outside the form. In addition they add up to 3 dice on things within the themes of the style. Such as Investigation, Read Intentions, and Social Influence.

Essence Up: The Essence of the Martial Artist is now 3 and his motepool increases to 30 motes.

Hags Woman who have bartered with the Storm Mothers of the West for power, gaining power in exchange for becoming incredibly ugly. Known for having a morbid sense of humor with their crackling voice, many in the West regard the Hags with fear and suspicion, but there are always some who would gladly pay whatever price the Hags want in return.

Difficulty: Hags are only difficult as they won’t fight fair, attempting to remain high in the air while raining down fury upon their foes. But any ranged fighter should be able to handle a hag no problem.

Suggested Type: Strong / Special

Essence: 2 Willpower: 6 Join Battle: 5 dice

Personal Motes: 20/20

Health Levels: 1x -0/2x -1/2x -2/Incap

Actions: Speaking in Confusing Advice/Annoying Rhymes: 8 dice; Resisting Disease/Poison/Hardship: 3 dice (See Electricity Resistance)

Appearance 4 (Hideous), Resolve 2, Guile 3

Combat:

Air Dragon Claw Swipe: 9 dice, 11L/3 damage (Has Smashing and Piercing [mundane metallic armour only] tags)

Static Discharge: 12 dice at close, 14L/3 damage (Lethal tags, ignores 2 points of mundane armoured soak)

Combat Movement: 2 (on ground), 5 (in air), 8 (With Stormwind Rider)

Evasion: 3 (4 against opponents who cannot fly) Parry: 1

Soak/Hardness: 2/0

Merits

Broomstick Flight: The Hags are capable of flight on their broomsticks, allowing them to fly without an upper ceiling and can be used in combination with Stormwind Rider.

Electricity Resistance: The Hag is highly resistant to powers originating from either wind or electricity, adding +5 bonus dice in order to resist such maladies.

Influence 2: For being a known sorcerer, Hags are known throughout many locations in the West and are known to offer their sorcerous powers in exchange for some alien or strange boon, from something as innocent as making sure one specific barrel does not get loaded onto a ship or from stealing the Admiral’s daughter.

Charms

Static Discharge (1m, Simple, Uniform, the wielder becomes able to hurl bolts of lightning using his Air Dragon Claws. These attacks have the same traits as a light artifact thrown weapon, are aimed using [Dexterity or Intelligence + Occult], use Intelligence instead of Strength for withering base damage, and have a range of short [Or medium if attacking during a large thunderstorm] and ignore up to [Essence] points of armour from mundane metallic armour. An Exalt ignores a higher of [Essence or 3])

Lightning Bolt: (0m, simple, Decisive-Only, gathering all of the energy the wielder has inside of their spell, they lash out with a spectacular display of power as a thunderbolt rips loose from the caster's fingers or from the heavens to electrocute their foe. This spell allows the user to make a decisive attack that is aimed with [Intelligence + Occult] with [Higher of Occult or Intelligence] additional damage. If the user successfully hits the target, than each target within close range of the one struck is immediately subject to an unsoakable withering attack that deals [Intelligence] damage, with the same roll on the decisive attack being compared to all targets within range, after which Air Dragon’s Claw is terminated. The sorcerer gains no initiative from the secondary attacks)

Static Shock (3m, instant, uniform, whenever the user makes a successful attack that does either more damage than the target’s stamina in withering damage or any amount of decisive damage, than that target will act 2 ticks later as electricity forces his body to convulse)

Zephyr Rush (1m, 1wp; Supplemental; Instant): The sorcerer whips the Stormwind Rider into a sudden frenzy of speed, allowing her to move up to two range bands with a single movement action in combat or doubling 8s on one interval of a race.

Sorcery

All Hags know the spells Air Dragon’s Claw and Stormwind Rider. The spell of Air Dragon’s Claw is shown in the appendix

EX-Mode Abilities

Accuracy Up: Increase the accuracy of all of the user’s attacks by 2. This is counted as a stunt bonus.

Airstrike (5m, dual, supplemental, a gust of wind with air like blades rushes towards the opponent. Against a land-bound target this does the same as Static Discharge, against targets in the air however the Hag adds 4 dice post soak for withering attacks and doubles 10s on decisive damage rolls)

Static Discharge: The Witches attacks ignore 2 points from all armour except for that of White Jade. Additionally they can attack from medium range.

Lightning Bolt: Costs 5m instead and does not terminate Air Dragon’s Claw.

X-COM Functioning as the top military elites from nations around the world, X-COM agents are the people that the government's send in to do the jobs people think to be impossible. Each soldier in their own right is an elite badass (At least once they get over the shock of what they have to fight on a daily basis). Their incredible skills combined with the devastating technology they field makes them a nightmare to fight in the field.

X-COM soldiers are broken down into roles and classes each of them follow and specialize in, and as they advance through the ranks they become stronger and stronger. The ranks are as follows:

● Squaddie ● Corporal ● Sargeant ● Lieutenant ● Captain ● Major ● Colonel

Every X-COM soldier begins with the Squaddie template, and depending on how hard you wish to make them, you dial them up a class tree to add various skills/stat enhancements.

In terms of skill, you can make them into extremely effective mortals, many granted supernatural powers from sorcerous workings or from the Wyld itself.

Sidebar: These guys kinda break what it means to be mortal...

I tried to keep them as close to the source material as humanly possible. I’m not going to give a fluff answer in how to use these guys beyond what I just said above and leave that in the hands of the ST. A player tries to bullshit getting these upgrades/abilities as an Exalt, then don’t as because X-COM soldiers are meant as isolated enemies you should fight. I’m looking at you people who tried to play as an exalt of an Adorjan clone so they could get 5/5’s in everything.

X-COM Classes

Squaddie

Squaddies are the backbone of the X-COM force. These elite fighters are still new to fighting against supernatural threats way above their own personal power, and in the old days were generally considered expendable. There’s been more than one day of them being the first to open a door only to be immolated alive by plasma fire.

Difficulty: Dangerous, by any exalt should be able to handle a squaddie all by themselves. It is also likely that some can be terrified into surrendering if a sufficient display of prowess is shown. As they advance through the ranks however, it becomes exponentially harder...

Suggested Type: Strong/Special

Essence: 1 Willpower: 5/5 Join Battle: 8 dice

Health Levels: -0/-1x2/-2x2/-4/Incap.

Sample Intimacies: ● Defining: Whatever you want ● Major: Defend Creation/Earth from alien threats (Principle) ● Minor: Home Nation (Tie), Dying horribly (Negative, Tie)

Actions: Feats of Strength: 5 dice (May attempt Strength 3 Feats of Strength); Resist Poison/Disease/Environmental damage: 6 dice; Senses: 6 dice; Threaten: 6 dice

Appearance: Varies, Resolve 2, Guile 2

Combat:

Assault Rifle: 11 dice at short (13L damage), Distance Long

Unarmed: 5 dice (9B damage)

Grapple: 5 dice (5 dice to control)

Combat Movement: 5 dice

Evasion: 3 Parry: 2

Soak/Hardness: 8/0, +2 vs ranged attacks (Tactical Assault Vest)

Special Attacks

Fish in a Barrel: X-COM soldiers are trained to attack targets outside of cover. When making a ranged attack on a target outside of any sort of cover then any 10s on the attack roll are added as additional raw damage on the withering damage roll and on a decisive roll they may reroll a number of 10s in the damage roll equal to the 10s that appeared on their attack roll.

Overwatch: When an X-COM unit decides to delay a turn he is put into Overwatch status. Overwatch adds an additional automatic success to senses as the unit senses become very sharp, but also allows for an immediate attack action against anyone up to medium range so long as as they move a single range brand. This attack resolves before any other action. As a point of clarification, Overwatch does not function on melee weapons or bazookas, rather the core weapon for each class (Or Pistols for Sharpshooters)

Merits

Backing: 2 (X-COM or some other secret government unit)

Item Synergy: Equipping X-COM items allows various changes to the unit’s overall statistics. Secondly the items that an X-COM unit wields are ID locked so only he can use them. Upon the death of the agent or if he moves out to a range of one extreme brand away from an item, the item in question self-destructs in order to prevent the enemy from using it.

Utility Slot: Each X-COM soldier has a single utility slot which various things can be placed into it.

EX-Mode Abilities

Accuracy Up: Increase the Accuracy of the unit’s attacks by +2, counting as a stunt bonus. This does not apply when in a battlegroup.

Multiclassing: If you want to be a total bastard, give agents all abilities in their ranks as you proceed upwards.

Heavy

The X-COM personnel responsible for carrying the heavy weaponry into battle: from miniguns to grenade and launchers. A Heavy can move down one of two paths: Demolitions or Gunner. Demolitions involves skills that come with explosives or dealing damage over wide areas. Gunners are all about using their primary weapon in order to not only cause damage to their opponent, but to lock them down entirely.

Squaddie bonus: Gain a heavy infantry weapon “Minigun”, this weapon is counted as a heavy weapon and does +2 additional damage over the assault rifle. Being hardy and durable, Heavy’s gain an additional -0 health level, add +1 to Resist Poison/Disease/Environmental damage, gain the skill Demolitions: 7 dice which may be used in place of feats of strength to destroy objects, and lastly wear heavy armour rather than medium (adding +2 to their soaks). They may also use demolitions as a feat of strength to destroy an object that gives an amount of automatic successes based on the tier of the explosive used (+2 for mundane, +3 for plasma, +4 for Elerium). The STR amount is irrelevant given enough time and explosives, though as a Heavy moves up the weapon tiers he certainly needs less of each given the power of the explosives.

Each Heavy is also assigned a Rocket or Grenade Launcher. The Rocket Launcher fires out in a straight line out to extreme while the grenade launcher can go out to medium and can be bounced around corners/cover. Either way explosive attacks work differently than others. When making an attack with a weapon containing the explosive keyword, first pick a target and the attack against that target resolves normally. All other targets take a one time environmental hazard of trauma 4 with a difficulty varying on the weapon type. Light explosive weapons deal 6i, Medium explosive weapons deal 8i, and heavy explosive weapons deal 10i. Soak does reduce this damage down to a minimum of one normally and against battle groups it deals lethal damage. The wielder of the explosive does not gain any extra initiative that was lost by secondary opponents. Wits+Dodge can be used in place of Stamina+Resistance on the trauma roll against all explosive weapons. Users cannot also trick the system by aiming at the feet of their opponents and letting the environmental damage wear them down. They must score a successful hit against them. The Grenade or Rocket Launcher is also treated as a heavy weapon.

Difficulty: Heavies are capable of crushing heavier armour or soak based builds almost regardless of the build they take. They are also capable of locking down an enemy from range like no one’s business. Demolitions heavies can take insane amounts of punishment before finally succumbing to their wounds, only the MEC Trooper is more durable.

Rank Demolitions Gunner Rank Bonus

Corporal Blast Padding: Shredder: Ignore an +1 to ranged accuracy Additional armoured amount of the opponent’s values, +1 to Resist plates pads the Heavy’s armour equal to (1 + Poison/Disease/Enviro armour, reducing all Weapon tier) nmental incoming damage by 1 to a minimum of 1 (2 if damage/Demolitions, explosive). Secondly the add 1x -1 health level heavy gains an additional +3 dice to resist the area of effect attacks of explosives (including his own).

Sergeant Demolition: If the Suppression: The Heavy Add 1x -2 health level, opponent is behind a fires a barrage that pins +1 to evasion, +1 to piece of cover, than the down a target. If a target Resolve, +1 to heavy may make an wishes to move while Willpower, +1 to attack that destroys any under suppression they cover that requires a need a special disengage movement speed Strength 5 feat of roll in which the heavy strength. This attack also rolls their weapon targets the opponent, but accuracy for. While a the opponent still gains target is Suppressed they cover bonuses before the may only make attacks at cover is destroyed. This a -3 penalty (-4 at ability works with either Captain, -5 at Colonel). the minigun or Lastly if the target does explosives. move or attack, the heavy may take an immediate attack against (withering or decisive) with an additional automatic success. Using this ability is harsh on the heavy’s ammo however.

Lieutenant Shredder: The heavy Holo-Targeting: Any +1 to ranged accuracy carries a special attack made against the values, +1 to explosive that allows him target, whenever it hits or movement speed, +1 to demolish armour. misses, grants an to Resist Once per encounter they additional automatic Poison/Disease/Enviro may fire an explosive that success for every allied nmental shreds the opponent's unit attempting to attack damage/Demolitions, armour, treating it as 4 the same unit before the +1 to Senses, +1 to less for the end of the beginning of the Heavy’s soak scene and reducing its next turn. This can also hardness by 4. This activate when takes effect when a Suppressing an opponent. withering attack either inflicts +5 damage, crashes the target, or if any amount of decisive damage is done. At Colonel rank, this ability may be used an additional time.

Captain Mayhem: All explosives Chain Shot: If the heavy Add 1x -1 health level, deal an additional +2 fires a withering attack +1 to Willpower, +1 to damage with an and hits, than he may Resolve and Guile, additional +1 minimum follow up with a second intimacy of "Defend damage. Additionally, if withering attack. The Creation/Earth from Suppression is known, attack uses the higher of alien threats" is now inflict an amount of the two rolls and gains a defining, +1 to automatic unsoakable damage bonus equal to movement speed withering damage equal the threshold successes to (2 + weapon tier) of the lower attack roll. This ability has a three turn cooldown.

Major Salvo: Reloading and Hail of Bullets: The +1 to ranged accuracy firing a rocket or grenade Heavy may fire a barrage values, +1 to Resist launcher on a single turn of shots that is virtually Poison/Disease/Enviro only inflicts a -1 penalty guaranteed to hit. Upon nmental to the attack roll. using this ability, your damage/Demolitions Additionally the blast attack will always hit, if it radius on all explosive fails to meet or exceed the weapons is increased to enemy’s defense on a short range. withering attack they instead strike assuming 0 threshold successes. The Heavy may only use this ability once per battle and it immediately forces a reload, but the use of this skill is not expended if the Heavy actually hits the target normally (EX: Attack successes meet or exceed defense)

Colonel Extra Conditioning: The Danger Zone: For a Add 1x -2 health level, heavy gains an additional single point of willpower, +2 to Willpower, +1 to amount of health levels Suppression now targets Resist depending on the tier of everything within close Poison/Disease/Enviro armour he wears equal to range of the original nmental (tier). All of these health target, applying the same damage/Demolitions, levels are -0. Lastly the penalties on them and +1 to Senses, +1 to Heavy reduces all post even the reflexive attacks. soak soak damage by 1 to a Additionally the Heavy minimum of 1, this stacks may make an additional with Blast Padding. reflexive attack per turn against a target(s) that are pinned.

Sharpshooters

Sharpshooters are the ace marksmen in the X-COM squad, capable of picking off targets at incredible distances using their high powered sniper rifles, but also trained in pistol marksmenship should the need for close encounters become apparent. The Sharpshooter is capable of honing its sharpshooting prowess into one of two paths: Gunslinger or Sniper. Gunslinger is all about bringing the maximum possible potential out of pistols. Snipers are all about learning to use their sniper rifle in nearly any sort of situation.

Squaddie bonus: The Sniper gains the Sniper rifle weapon that has the same stats as the Assault Rifle but with a range of extreme and a pistol weapon that is considered a light weapon that has the Archery (medium), Crossbow, and Special [Reload after every six shots] tags. The Sniper also gains the Squadsight merit, in where if any enemy is within short range of an opponent than the sniper treats that range as medium (for accuracy purposes), if the enemy is within close range than its treated as being within short range for the sniper (For Accuracy AND firing purposes, even if the sniper’s at extreme range!). Additionally the Sniper adds any dice gained from aiming to the raw damage of the attack. The cons to this however are the sniper cannot use Overwatch with his rifle nor can he move and fire his rifle on the same turn (This includes disengage actions!). The sniper is trained to have naturally sharp eyes, granting the abilities of Senses: 7 dice, Stealth: 7 dice, and Tracking: 7 dice.

Difficulty: Gunslingers can unleash a blistering amount of firepower towards opponents as if they’re in a John Wu film. Snipers can remain on the other edge of the battlefield and constantly plink at enemies, making those who know a sniper is on the field seriously question engaging people on open terrain. This heavy bonus on range however is somewhat reduced by a lower amount of overall health.

Rank Gunslinger Sniper Rank Bonus

Corporal Return Fire: When Long Watch: The sniper +1 to ranged accuracy attacked with a ranged can use overwatch with values, +1 to attack within short range, his rifle, and may make Senses/Stealth/Trackin immediately snap shots out to long g, +1 to movement counterattack with your range (No aiming dice can speed pistol after the attack has be gained from this). been resolved. Usable once per turn.

Sargeant Lightning Hands: The Deadeye: The Sniper may +1 to evasion, +1 to user may reflexively fire take up to a -5 penalty on Resolve, +1 to their pistol at the target. his attack roll in order to Willpower, add 1x -2 This does not consume add that much raw health level their main attack action. damage to his withering 3 turn cooldown. upcoming attack or double an amount of 10s equal to the penalty on a decisive attack. If the target is crashed the sniper may instead add half of that amount (rounded up) as post soak damage.

Lieutenant Gunmaster: The Death From Above: +1 to ranged accuracy Sharpshooters pistol Crashing or incapacitating values, +1 to inflicts an additional +2 with the sniper rifle grants movement speed, +1 damage and increases the sniper an additional to the minimum damage action he may take. This Senses/Stealth/Trackin and accuracy by 1. ability only activates if the g, +1 to soak Secondly they become sniper is at a higher skilled in Gun-kata, elevation than the target. allowing them to attack in Additionally any attempt to close range using the attacl the sniper when she pistol at a +2 accuracy is on higher ground is rating (+3 if tier 2/3 done at a -1 penalty weapons are used). (increases to -3 when in total defense). Captain Faceoff: One per battle Killzone: The sniper sets Add 1x -1 health level, the Gunslinger may fire up a killzone as a simple +1 to Willpower, +1 to their pistol at every single actino, which is a cone of Resolve and Guile, visible enemy within 90 degrees and heads out intimacy of "Defend medium range of itself to long range. Whenever Creation/Earth from with a withering attack, an enemy acts within the alien threats" is now with one roll being made snipers line of sight, he defining and being compared to immediately makes an all targets. The immediate reflexive Gunslinger only gains an withering attack against amount of initiative equal the target, which the to the highest damage sniper does not gain any dealt, but gains +1 initiative from the attack initiative for every but does gain any crash additional enemy hit. bonuses he causes. Enemies who move within this cone are immediately attacked while those who take any attack action or gambit are subjected to the attack after the attack resolution. This ability cannot work against enemies within close ranged of the sniper nor can any single enemy be attacked more than once per action. This ability has a 5 turn cooldown.

Major Steady Hands: If the Hunker Down: Whenever +1 to ranged accuracy Sniper didn’t move last the Sniper takes an aim values, +1 to turn, than his pistol action, they automatically Senses/Stealth/Trackin counts as automatically take a free total defense g, +1 to movement completing an aim action action as well. Additionally speed while the sniper rifle may aiming now increases the be fired without needing sniper’s dice to hit to 4 to aim beforehand. dice instead of 3.

Colonel Serial: When the unit Executioner: Against +2 to Willpower, +1 to attacks a crashed target targets in initiative crash, Senses/Stealth/Trackin with a decisive attack in their -2 health levels, or g with their pistol they do have 50% or less of their not reset to base health remaining, add +1 initiative. Rather they roll automatic success to the their willpower rating an attack roll and add the amount of initiative equal targets wound penalty to to the successes shown the damage post soak for upon reset. Additionally withering attacks and for upon incapacitating a decisive attacks add the target with a pistol the penalty as a flat damage Gunslinger may bonus. immediately take another bonus action (Though only one movement action may be taken per turn).

Soldier

Soldiers are the elite footsoldiers which fulfill a valuable support role compared to the others. Often aiding their allies in ways such as locking down the battlefield or receiving advanced medical and technical training. The Soldier is capable of branching out into one of two paths: Roughneck or Savior. Roughneck focuses more on aiding allies offensively while Savior is all about supporting allies through use of battlefield tactics and maneuvers.

Squaddie Bonus: Soldiers often gain training and access to use grenades, which has the statistics of 11 dice at close to hit (Damage 13L). Grenades have the same properties mentioned in the Heavy section on explosives. They are also trained in Command and Tactics: 7 dice and Medicine: 7 dice. They gain no additional weapons but are skilled in the assault rifle, gaining an additional automatic success on any attack granted by the Overwatch action. Lastly they gain 1x -2 health level.

Difficulty: Soldiers can either ensure a fight is going to take much longer for their opponents with the Savior path or lock down the Battlefield with the roughneck path. While not as dangerous overall compared to other classes, Soldiers will control the battlefield like no other class can.

Rank Roughneck Savior Rank Bonus

Corporal Covering Fire: Field Surgeon: When +1 to ranged accuracy Overwatch now triggers treating wounded soldiers values, +1 to on most enemy actions in the field, add an command/medicine/tac rather than enemy additional 2 bonus dice to tics, +1 to movement movement actions. When the attempt. If the action is speed attacking a target who made using an X-COM has declared an attack, Medkit, increase this to the Roughneck is two bonus successes. allowed to attack Lastly taking a Medkit (withering or decisive) does not take a utility slot. and resolve that attack before the opponent begins theirs. Aiming, Defend Other, Total Defense, or Reloading does not trigger Covering Fire.

Sargeant Will to Survive: The unit Steadfast: Unit becomes Add 1x -1 health level, reduces all incoming immune to mundane fear +1 to evasion, +1 to damage by one die post based attempts. Against Resolve, +1 to soak when in light cover, supernatural fear based Willpower two dice when in heavy attempts and/or mental cover, and if an enemy attacks, add +3 Resolve. can somehow attack you in full cover, 3 dice. All damage is to a minimum of 1.

Lieutenant Sentinel: The unit is Paramedic: Once per +1 to ranged accuracy capable of making two turn, the Soldier may use values, +1 to Overwatch shots per turn a medkit as a movement movement speed, +1 instead of one. action rather than a to normal action. Additional command/medicine/tac using a Medkit on a tics, +1 to Senses, +1 dying/bleeding out subject to soak automatically stabilizes them without needing a roll.

Captain Ready for Anything: Dense Smoke: The Add 1x -2 health level, Any War related roll the smoke from the smoke +1 to Willpower, +1 to soldier makes in combat grenades is upgraded, the Resolve and Guile, or against an opponent thick dense smoke intimacy of "Defend he has a speciality applying a -5 penalty Creation/Earth from against gains double 9s (instead of -3) to any alien threats" is now and adds one automatic ranged attack inside of it defining success. Lastly by regardless of visual spending one willpower prowess or unique vision they may issue a modifications. Additionally command a fellow X- all units inside are treated COM unit, in which that as being in light cover and unit gains (half gain +2 soak against any successes, rounded up) ranged attack made in bonus dice towards the against them. action.

Major Ever Vigilant: If the Combat Drugs: Using a +1 to ranged accuracy soldier has not attacked Medkit on a target in values, +1 to this turn, the soldier battle now grants them a command/medicine/tac performs an automatic temporary buff, allowing tics, +1 to movement Overwatch action. them to ignore up to -1 in speed Additionally they add +1 wound penalties, +1 automatic success to bonus to resolve (+2 if look for hidden or Colonel rank), and adds stealthed threats when in any 10s on the attack roll Overwatch. to raw damage for withering attacks. This bonuses automatically apply to any smoke grenades the Soldier has, taking time to tinker with them before deployments.

Colonel Tacticool Sense: Once Angel of Life: The medic Add 1x -1 health level, per battle the Soldier now adds +4 health levels +2 to Willpower, +1 to may attempt a reflexive healed when using a command/medicine/tac strategic planning roll in medkit and doubles all 9s tics, +1 to Senses the middle of combat. If on any medical action the enemy has not regarding a medkit and scouted the area without them rerolls all 6s beforehand, the Soldier until they fail to appear. may pay one willpower when making his roll in order to perform actions that shouldn’t be feasible in combat, such as hidden trenches or bombs collapsing the primary exit route.

Ranger

The ranger the forward Scout of the X-COM forces. Relying on stealth and close range assaults, the Ranger is capable of branching into one of two paths: Scout or Assault. Scout largely focuses on abilities largely related to stealth or sneak attacks. Assault primarily relies on the skill and technique that comes with wielding the blade that all Rangers are trained in the use of.

Squaddie bonus: Gain a melee weapon, usually a chopping or straight sword. The statistics for this weapon at 11 dice (12L damage) with a Parry value of 4, gains a shotgun instead of a Assault Rifle (Same statistics apply, only it has maximum range of medium and has the Thrown [Uses Thrown Accuracy values], Crossbow, Powerful, and Special [-2 damage at medium or longer] tags) and is trained at stealth granting the Stealth: 7 dice ability, Lockpicking: 7 dice ability, and Tracking: 7 dice ability. Lastly he gains an additional -2 health level.

Difficulty: A Scout Ranger is going to have one hell of a nova strike and can unleash it any any time against vulnerable targets, but then attempting powerful stealth attacks against anyone else it can get in range of. Assault Rangers are a master of the blade, capable of remaining within close combat of a target and locking them down.

Rank Scout Assault Rank Bonus

Corporal Phantom: When combat Blademaster: The +1 to accuracy (This actually starts and the Ranger is truly one with applies to blade, unit is still undetected, his weapon, permanently ranged weapon, and the first attack it makes is adding a +2 bonus to unarmed), +1 still considered an accuracy and damage to blade/unarmed Ambush attack. all weapon attacks. damage, +1 Against a crashed enemy, stealth/lockpicking/Trac the damage bonus is king, +1 to grapple added post-soak control rolls, +2 movement speed

Sargeant Shadowstrike: When Shadowstep: This unit Add 1x -1 health levels, concealed gain a bonus does not trigger any +1 to evasion and of +4 dice to hit when reflexive attacks (This Parry, +1 to Resolve, making an ambush includes most +1 Willpower, +1 to attack. Withering attacks counterattacks) Join Battle, +1 to turn up to 4 dice post Movement speed soak into automatic successes while decisive attacks double up to four 10s. Surprise attacks half these benefits.

Lieutenant Conceal: May reflexively Run and Gun: The unit Add +1 to ranged attempt stealth. This may flurry a rush and weapon accuracy ability has a 3 turn attack action without any values, +1 to cooldown. Additionally additional penalties. This movement speed, +1 the unit no longer suffers ability has a 3 turn to a -3 penalty for moving cooldown. stealth/lockpicking/trac while in stealth. king, +1 to soak

Captain Implacable: Whenever Bladestorm: Whenever Add 1x -2 health level, this unit manages to an enemy enters within +1 Willpower, +1 to incapacitate an enemy, close range of you, you Resolve and Guile, they immediately gain an may reflexively attack intimacy of “Defend additional bonus turn. 2 them with a withering or Creation/Earth from turn cooldown limit. decisive attack. Alien threats” is now Additionally as an active defining, +1 damage ability, any enemy who from blade/unarmed, attacks you in close range +1 to grapple control with a Brawl/Martial rolls, +1 to Strength + Arts/Melee attack than Athletics and may you may also make a attempt Strength 5 reflexive counterattack feats of strength, +1 to that may be withering or Evasion and Parry, +1 decisive. The active part to join battle of this ability has a 3 turn cooldown.

Major Deep Cover: If the unit Untouchable: If the unit +1 to ranged accuracy did not attack this turn, makes a successful attack values, +1 to then it immediately takes (That is one that does movement speed, +1 a free (and costless) Full damage) than for the next to Defense action. turn it gains +1 to its stealth/lockpicking/Trac Additionally it adds one defense. Whenever this king automatic success to any unit manages to stealth roll. incapacitate an enemy/deplete a battle group of size, the next attack launched against him suffers a -5 penalty and does not double 10s on the attack roll.

Colonel Rapid Fire: At a -2 Combat Superiority: The Add 1x -1 health level, penalty to hit, the unit is Ranger never lets a +2 Willpower, +1 to able to roll for attack quarry escape him. If an Resolve, +1 to stealth/ twice and take whichever lockpicking/Tracking, opponent attempts to result he prefers. If both +1 to join battle, +1 to attacks hit than an disengage, the Ranger Movement speed additional amount of raw may instead roll an attack damage is added equal against the target with +3 to the threshold bonus dice and +3 bonus successes of the lower damage (Post-Soak if roll result for withering withering, threshold if attacks. For decisive decisive). If the attack attacks this ability costs 1 willpower and allows the does more withering unit to reroll the attack damage than a target’s but must take the result stamina, or any decisive of the second roll. This damage or damage while ability also counts as in initiative crash, the attacking twice for opponent’s disengage onslaught purposes. attempt is cancelled. This does not consume the Ranger’s attack action for the turn. This ability has a two turn cooldown.

M.E.C. Trooper

The Mechanized Exoskeleton Cybersuit Troopers are what is regarded as the pinnacle of augmentation technology without turning the soldier into a full blown Alchemical. Heading into combat in large mechanized combat suits, they are not only capable of wielding weapons of great power but also gain powerful upgrades to their augmented bodies as they rise through the ranks. MEC Troopers can progress down of one of two paths: Guardian or Valkyrie. Guardian abilities enhance squad support and protection abilities. Valkyrie’s are expected to run into the heaviest of combat with guns blazing.

Squaddie Bonus: Gain access to exclusive access to MEC Suit and allowed to carry heavy ranged weapons which can be of either two variants: Single Shot (grants piercing tag) or rapid fire (Gains access to the Heavy’s “Suppression” skill). The skills for the MEC Trooper are highly varied and can come from either the Heavy, Sharpshooters, Soldier, or Ranger’s skill list. Also depending on which skill set you pick, the MEC Trooper gains a bonus Merit:

● Heavy: Body Shield (A large shield covers the body of the MEC, and thus the closest enemy unit within sight of the MEC has a -2 penalty to hit. When multiple opponents are within the same range, the Heavy picks which target at the start of their turn) ● Sharpshooter: Platform Stability (Any attacks the MEC makes when not having moved for at least one turn adds a single bonus dice that counts as an aiming bonus, to a maximum of two. The MEC still needs to aim in order to hit opponents at medium range or longer) ● Soldier: Distortion Field (All allies in range have a -1 penalty to hit them so long as they’re within cover. This does not apply to any MEC’s [Including this unit itself]) ● Ranger: Shock Absorbent Armour (Lower all post soak damage by 2 against any enemy within short range against withering attacks)

Rank Guardian Valkyrie Rank Bonus

Sqaddie Bulwark: Allies may now Advanced Fire Control: Gain class skills, gain use the MEC unit as high When in Overwatch, gain class-related special cover and when the MEC one automatic success ability, add 1x -2 health has not moved for at against the target you fire level least a turn, one die of at. damage is removed from the damage roll (Post soak on withering, raw damage on decisive)

Corporal Automated Threat Reactive Targeting +1 to ranged accuracy Assessment: The Sensors: The first enemy values, +1 to class M.E.C. is capable of who fires against the skills, +1 to movement flurrying a full defense M.E.C. is immediately speed action in addition to its counterattacked by the Overwatch action for M.E.C. with its heavy free, however once it weapon. Can be used takes its Overwatch shot once per turn. If in it loses the defense Overwatch, the success bonus. from Advanced Fire Control also applies to this ability (You cannot however fire against the same target with Overwatch and Reactive Targeting Sensors).

Sargeant Damage Control: When Vital Point Targeting: If Add 1x -1 health level, the MEC is damaged, all the MEC has a speciality +1 to evasion, +1 to further damage is against the target, add Resolve, +1 to reduced by 2 for turn one automatic success to Willpower turns, maximum 2. (Pre- all withering damage rolls Soak for withering or one die to all decisive attacks, raw damage for attacks. Additionally, if the decisive) MEC aims at a target he may elect to not gain the accuracy bonus but apply a +3 damage bonus (withering) or add +3 threshold successes to the damage roll (Decisive). If being performed from medium or longer range, the MEC needs to aim twice to gain this benefit.

Lieutenant Covering Fire: Jet Boot Module: Jet +1 to ranged accuracy Overwatch now triggers boots are placed on the values, +1 to on most enemy actions bottom of the MEC, giving movement speed, +1 rather than enemy it the ability to leap to the to class skills, +1 to movement actions. When top of tall buildings easily. attacking a target who The MEC permanently Senses, +1 to soak has declared an attack, gains the effect of the the MEC is allowed to charm Monkey-Leap attack (withering or Technique. decisive) and resolve that attack before the opponent begins theirs. Aiming, Defend Other, Total Defense, or Reloading does not trigger Covering Fire. Captain Paladin Protocols: If Weapon Master: For Add 1x -2 health level, you have a defend other Heavy Rifle weapons, the +1 to Willpower, +1 to action and successfully unit may count natural or Resolve and Guile, defend your ward, you magical soak as part of intimacy of "Defend may immediately reply the piercing tag. When with a counterattack making withering attacks Creation/Earth from (either withering or for automatic weapons, alien threats" is now decisive) with your main add +1 damage for every defining weapon. Each round the MEC continues counterattack after the to fire on them. first applies a -2 penalty to the attack roll

Major Channeling Field: Every Bring ‘Em On!: For every +1 to ranged accuracy time you are targeted visible enemy within range values, +1 to class with an attack (either of the MEC it adds +1 raw skills, +1 to movement directly or on a target you damage to every speed have used defend other withering attack or +1 on) then add +1 raw threshold decisive dice. damage to the next This caps out to a withering attack you maximum of 5 make or double that many 10s in a decisive attack. You either you or your ward are hit and damaged, increase this bonus to +2. If the MEC misses, this bonus is wasted.

Colonel Absorption Fields: Siege Mode: By digging Add 1x -1 health level, Once per battle the its feet into the ground, +2 to Willpower, +1 to M.E.C. actives a field that the MEC reroutes nearly class skills, +1 to pulls all attacks directly all power from movement Senses towards it out to short into other systems. It may range, forcing opponents attack out to medium to attack the MEC range without needing to instead of anyone else aim, immune to within close range of it. knockback and Effectively this applies a knockdown, and Defend Other action to automatically does an everyone within close Overwatch action for free range, and even if the every turn. Going into opponent succeeds in Siege Mode takes a single overcoming your defense action to enter and the attack must actually remove itself with. be unblockable in order to hit the opponent. When this ability is active the MEC gains +2 to defense and +4 to armour.

X-COM Armoury While each X-COM soldier is a force to be reckoned with, a soldier is nothing without their gear. It is thanks to X-COM’s brillant scientists and engineers who reverse-engineer exotic weapons from their opponents for use of their soldiers. Producing such weapons as akin to a small fortune, as even the combined funding from all the countries in the world can still run into problems providing the proper amount of resources to construct these wonders.

All X-COM item into weapon tiers, which is often represented as a significant leap in technology from the previous technological batch. In game terms such a progression is best defined as something more narrative, but in terms of mechanics there are certain effects that each step has:

● Tier 1: Mundane weapons and armour. This tier is often the best mundane technology humanity has to offer, but it's still mundane technology and isn’t really cut out against the higher level threats that X-COM is expected to face. ● Tier 2: Tier 2 items are wonders of science. Suits that make the user invisible, weapons that fire lasers or magnetically launched projectiles, exotic upgrades for weapons, and more. At this tier weapons gain the same traits as artifact weapons, but only provide half the amount of onslaught they normally provide (Rounded up). Tier 2 armours are the same as artifact armours only they provide half the amount of listed hardness (minimum 4). ● Tier 3: Tier 3 items are miracles of science themselves. Armoured suits straight out of science fiction that make the user seemingly invincible or allow them flight, weapons that fire concentrated beams of plasma or superheated alien alloys, and gear to help them track all but the most elusive of alien combatants. Tier 3 weapons and armours function the same as full fledged arms and armour at this point.

X-COM Weapons

X-COM weapons are powerful items of science. While at the lower end it may only be some of the best mundane technology the world has to offer, at the higher ends they become awesome weapons of power capable of shaking the world itself or army levelling weapons.

Weapon Modifications

Ammo types take up a utility slot, Grenade types change the type of grenade X_COM soldiers bring with them on mission, and Weapon Upgrades have a special slot on the weapon itself in where a number of weapon upgrades equal to the technology tier of the weapon itself can be installed at once. ● Ammo Types ○ A.P. Rounds - Grants the piercing tag to the weapon if it didn’t already have it. If it already does, it may ignore up to an additional 2 points of armour and hardness. ○ Bluescreen Rounds - These rounds wreck havoc on mechanical systems and/or Automatons. Withering rounds turn up to two threshold dice into automatic successes and if an Automaton is crashed or takes more damage than their stamina with these rounds, they suffer a -2 penalty to all actions so long as they are crashed or for three turns (Whichever comes first) ○ Dragon Rounds - These projectiles catch fire mid-flight and are known to set things ablaze. If an X-COM agent does more lethal damage than the target’s stamina or crashes them than they immediately catch fire with the traits of a bonfire which burns for three turns. Dropping prone to roll the fire out adds an automatic non-charm success to the trauma roll. ○ Talon Rounds - When impacting against fleshy or unarmoured targets, this rounds fragment inside doing horrific damage. If the target relies on an organic source of armour or magical source of soak, such as Diamond Body Prana, the weapons gain the piercing tag. ○ Tracer Rounds - High tech smart rounds allow the shots to slightly home in on the target, compensating for user error slightly. Reroll up to two 1s that appear on an attack roll. ○ Venom Rounds - When doing decisive damage on a target they are immediately exposed to a dose of arrow frog venom.

● E.X.O. Suit Weapons ○ E.X.O. Suit weapons may only be installed on E.X.O. suits using the special slot that they have. ○ Rocket Launcher - This portable wrist mounted rocket launcher allows all the destructive capabilities of a rocket launcher fired virtually hands free! This feature grants a single shot rocket launcher that has the same traits as the Heavy’s Grenade Launcher only it flies out to long range. ○ Flamethrower - A portable Flamethrower allows serious damage to all targets within its line of fire. A single withering attack roll is made in a 90 cone to everything within short range with one roll and an accuracy rating of +3 with the damage of a light artifact weapon. The X-COM Trooper only gains an amount of initiative equal to the highest initiative reaped amongst any one attack. Cover is treated as one step less with the flamethrower and anyone who is crashed by this attack immediately catches fire as per the traits of a bonfire for three turns, similar to Dragon Grounds. ○ Claymores - Large piles of ball bearings are attached to the shoulder, firing out with explosive force over a large area. Follow the same rules as the Flamethrower, only the attack is considered to rip away two points of the opponent’s soak from any source for the rest of the scene if any damage is dealt. ● Grenade Types ○ Acid - These Grenades leave behind a cloud of corrosive acid, damaging everything within close range of its detonation zone as an acid bath environmental hazard, which lasts for three turns. Anyone starting inside of one may attempt to move out before the acid burn starts at their turn. Anyone who was damaged by the explosive blast, direct hit, or takes acid burn damage treats their soak as one less for the rest of the scene. As the tech level of the grenades progresses up the tiers, more armour can be ripped off from the initial blast (1 for tier 1, 2 for tier 2, 3 for tier 3) ○ EMP - EMP grenades are designed to affect automaton or mechanical targets and only work on them. A direct hit ignores up to four points of soak on a mechanical target and if they suffer initiative crash their systems are forced to reboot, losing their next turn entirely. The environmental blast damage against such targets is also increased by +2. ○ Flashbang - Flashbangs confuse and disorient all within the blast radius, rolling a single gambit against all targets with a difficulty of 3 (+1 for each additional target past the first). If successful the afflicted target(s) suffer a -3 to attacks, sight, and hearing actions for three turns. If the target was crashed, they are rendered blind and deaf for a single action which unless they have some other way of sensing their targets treat all attacks made against them as ambush attacks. Lastly this terminates one non-permanent buff or charm benefit the target has currently active. Overwatch is dispells, form charms can shut down, etc... ○ Incendiary - These grenades coat everything within their explosion radius with a highly flammable substance, burning with intensely hot flames. Everything within close range of the impact point is treated as being inside of a bonfire. Those who start their turn inside of it may attempt to move immediately at the start of their turn out of it (Unless you are crashed, which in this case it's done at the beginning of your turn). Targets who are crashed by this grenade with a direct hit or by explosion damage are treated as being lit up like a bonfire for three turns like with Dragon Rounds, where going Prone and rolling ONLY works if you head outside of the fire zone itself. ○ Plasma - Plasma grenades are quite simply stronger grenades, using an advanced energy reaction that deliberately ruptures an energy core to produce an explosion. Plasma grenades do +2 damage more than their mundane counterparts and extend the blast radius out to short range on the impact point, meaning its quite possible to level the entire floor of a mundane house with this. ○ Smoke - Thick dense smoke covers everywhere up to close range of the impact point. This does no damage but the thick smoke applies a -3 penalty to all attacks inside of it and any ranged attack attempting to hit those inside of the smoke. Lastly the thick smoke counts as concealment for stealth rolls.

● W.A.R. Suit Weapons ○ As a note, W.A.R. suits can equip the same extra weapons as E.X.O. suits can but not visa versa. Otherwise they follow the same rules. ○ Launcher - This advanced weapon fires a glowing green orb that can be guided directly to its targets. Again it follows the same traits as the Heavy’s Grenade Launcher, only it may be fired out to extreme and since it can be controlled remotely, it ignores all cover the target has. If a spotter can inform the gunner where the target is, it is even capable of going around corners! Lastly it does not need to be aimed in order to be fired from medium or further range, but remember this can only be used once per scene so... ○ Claymore Avalanche - Ball bearings made from tungsten or other exotic alloys are used in combination with a more explosive force. Works the same as the normal Claymore, only this time it rips away four points of soak. If a target is crashed by this attack, than until the end of this units next turn the first attack that hits the crashed target means they can only apply their natural soak to the attack (or instant soak enhancements). ○ Hellfire Projector - Same as the Flamethrower for the W.A.R. suit, only it counts as a medium weapon instead now and if the target takes 5+ or more withering damage than they immediately catch fire as per the bonfire traits for three turns. This bonfire trait does withering damage only unless the target is crashed which in that case it does lethal damage. ○ Plasma Blaster - A single high energy plasma bolt is shot not only through one target, but all the targets behind it. This allows an X-COM agent to apply a decisive attack against all targets in a line out to extreme range. Any cover that is not made of imperishable materials is ignored completely. For Strong X-COM enemy types this applies on a normal attack, although why a Strong and not a Special enemy would be wearing a W.A.R. suit is beyond me.

● Weapon Upgrades ○ As a note, not all weapon upgrades do the following below. Only X-COM upgrades do as they’re that damn good. ○ Auto-Loader - Auto-Loaders allow an X-COM soldier to reflexively reload up the technology tier of the auto-loader. ○ Expanded Magazine - Adds an amount of shots per technology tier. If ammo is rolled kept instead, add an amount of bonus dice to ammo checks equal to the weapon technology tier. ○ Laser-Sight: Add an amount of bonus damage equal to the amount of 10s rolled on the attack roll. May add up to 1 per tier level. ○ Repeater: May reroll a number of 10s in the damage roll equal to the technology tier of the Repeater. ○ Scope: Adds an amount of bonus dice dependent on the tier of the weapon. +1 accuracy per tier. ○ Stock - Upon missing a target, you may still do some small amount of damage that is treated as unsoakable minimum damage. 1 per tier. Special effects that rely on hitting or damage DO NOT proc off of this feature. Armour Modifications and Power Armour Variations Unless mentioned otherwise, armour that grants additional health levels split the additional health as evenly as possible between the -1 and -2 health levels, with -2 getting the priority for odd amounts.

● Light Armour ○ Spider Suit - This tier 2 armour is a lightweight armour that serves to boost the wielder’s own speed and reflexes over physical protection in addition to easy relocation around the battlefield. Increase the agent’s combat speed by 1 and any attack that would meet the agent’s dodge instead misses entirely. Lastly a grappling hook allows the agent to have the abilities of Monkey Leap Technique, as well as whatever other stunts the agent can possibility think of. Spider suits also grant +2 health. ○ Ghost Suit -This tier 3 armour is a direct upgrade to the Spider Suit, not only incorporating all of its features, but also increasing the user’s dodge rating by 1 and allows the user to turn invisible. While invisible any sight based awareness roll in order to spot them subtracts 3 successes while any other roll subtracts two. The invisibility field lasts the scene, but can only be used once per hour. Any attack made briefly disrupts the invisibility field, allowing people to make an awareness roll without penalty during that time. This armour also grants +3 additional health levels. ○ Spectre Suit - This tier 3 armour is a direct upgrade to the Spider Suit, not only incorporating all of its features, but also increasing the wielder’s dodge rating by one and actually allows for the user to go immaterial. Going immaterial can only be done on the user’s turn and lasts until the end of his next turn. During this time he is able to run through all walls and obstacles that seek to get in his way. This feature can only be used twice per scene. This armour also grants +3 additional health.

● Medium Armour ○ Archangel Armour - This tier 3 armour allows the user to actually have full blown flight capabilities, allowing them to fly in the air unhindered and train destruction down on enemies below with impunity and without penalty. While in the air the wielder increases their dodge rating by 1. This armour confers an additional 4 health levels. ○ Predator Armour - This tier 2 armour is a vast upgrade over the common X-COM Tactical armour vests. Made with alien alloys, these armours are lighter and far more durable than their mundane cousins. While it does not offer anything special like the other armours, it does allow for more space to carry items, thus soldiers may deploy with one additional utility slot. Lastly these armours are incredibly cheap to mass produce, meaning once X-COM knows how to make it all agents from then on will be able to wear this armour. This armour confers an additional 4 health levels. ○ Warden Armour - This Tier 3 armour combines an advanced power source in addition to armour plating to give unparalleled protection to agents in the field with an affordable cost. Like the Predator armour, it lacks many exotic abilities but allows an additional Utility item to be carried into battle. Once this armour is learned how to be made, all future X-COM agents will deploy with this in the field. This armour confers an additional 5 health levels.

● Heavy Armour ○ E.X.O. Suit - This tier 2 heavy armour combines advanced alien alloys onto a powered Exoskeleton that allows for not only greater protection, but for portable wrist mounted weapons. The soldier’s strength increases by 1 when wearing this suit and all models come with the wrist mounted rocket launcher (which may be changed into other weapons) that can be used once per mission. This armour confers an additional 5 health levels. ○ W.A.R. Suit - This tier 3 heavy armour employs an advanced power generator, allowing for far stronger heavy weapons to be mounted in addition to the normal benefits. This armour increases the soldier’s strength by 2 when wearing this armour and all models come with wrist mounted Rocket Launchers (Which may be upgraded to use other weapons) that can be used once per mission. Lastly this armour covers with an advanced ‘Shieldwall’ technology, which when activated allows the user to be treated in high cover so long as doesn’t move, and any allies nearby can also use him as cover! This can be used once per scene, but only deactivates if the agent moves. This armour confers an additional 6 health levels. ○ Titan Armour - This tier 3 armour is heaviest armour within the X-COM arsenal, focusing everything it has on the survival of the agent. Providing a whopping seven levels of health to the agent it also comes with its own air supply in a close environment, making airborne toxins worthless. Additionally advanced medical support on-board keeps the agent alive, providing three bonus successes to and roll to Resist Poison/Illness/Hardship.

● Vest Types ○ Vests take up a Utility Slot. ○ Hazmat Vest - By reinforcing the Nanoscale vest with extra materials the soldier becomes more resistant to external hazards. Add three bonus dice to any roll Resisting Poison/Illness/Environmental Hazards and lethal damage hazards become bashing instead. ○ Hellweave - Directional explosives allow a counterattack to anyone who attempts to attack the agent with a Brawl or Melee attack at close range as per the rules involving light explosives (Only the target is affected, no one else is) ○ Nanoscale - A fine mesh of ultra durable and lightweight materials reinforces the soldier, granting him more overall staying power. The Soldier gains an additional -0 health level. ○ Plated - By padding the traditional Nanoscale vest with armour plating, protection is further increased. In addition to a -0 health level, the unit takes one less damage post soak from all sources, minimum 1 die. ○ Stasis Vest - Emergency medical injectors inside of the vest increase the longevity of the soldier in combat with various stimulants and painkillers. The Soldier is considered to have a personal medkit on him at all times, which is automatically uses when at the -2 health levels or at will reflexively.

Miscellaneous Equipment All Miscellaneous equipment below takes up a single utility slot.

● Battle Scanner - This advanced scanner device records and sense data back to X-COM agents in the field, allowing them to get the drop on their enemies or look for vital intelligence without risking the lives of their agents. This device appears to be a small white ball that is coated with cameras and sensory equipment, which may be thrown out to medium range or placed on a wall. The agent who throws this device adds +3 to their senses for the purpose of determining anything within range of the device, and with a suite of sensory options it scans in spectrums such as UV, Infrared, RADAR and LIDAR for its targets, counting as a unique sense type outside of the traditional five. Agents typically get three per deployment when this is taken. ● Medkit - These medkits contain powerful anti-coagulants and stimulants which are the bleeding edge of science and technology. When used on a wounded soldier the soldier rolls five dice with one automatic success (Or may use their medicine roll score if that is higher), treating the successes on the roll as recovered health levels on the target. It is noted however that these injuries are covered up, they are not effectively healed. Add the amount of health recovered to the recovery time a soldier needs to heal. ○ Nano-Medkit - A medkit filled with nanotechnology so that it delivers where the medicine needs to go precisely and exactly. Upon being used, the soldier now rolls seven dice with two automatic successes (Or their medicine score if that is higher), which the successes gained recover that many bashing or lethal health levels. These medkits are tier 2. ● Mimic Beacon - These small disc shaped devices produce a lifelike hologram of an X- COM agent upon being used. These holograms have a set of preprogrammed behaviors, such as calling for help, dodging shots, and so forth. Attacks against a hologram are worthless, and those that do attack only find out that the hologram just barely managed to dodge whatever shot was launched at it and lose two initiative. So good is this deception that people must make a difficulty 5 Perception + Awareness roll in order to realize that the hologram is not real. ● Mindshield - A thin protective shield is placed over the agent's head, rendering the more power mental effects of stronger creatures less effective on the X-COM agent. This item adds +2 Resolve to any charm backed social influence magic or any other effect that seeks to mentally influence the agent. In addition it renders them completely immune to things such as mind control and mundane fear effects. ● Overdrive Serum - This advanced chemical cocktail greatly increases the effectiveness of the user in combat temporarily despite the difficulty in resources it takes to produce. Upon being used with a reflexive, the Agent’s Strength increases by 3, all incoming damage (withering or decisive) is halved for two turns, and their defense increases by 1 for all incoming attacks which is immune to onslaught penalties. X-COM has no known way to produce the chemicals in this drug synthetically, so it must often be harvested from the bodies of aliens or other extraterrestrials.

M.E.C. Trooper Equipment

Probably should’ve tested this, but M.E.C. Troopers are intended to be very powerful grunts or badass bosses.

M.E.C. Troopers use different equipment than everyone else, their arms and legs being able to be detached and the torso used in the center of a rather large and impressive war machine that stands nearly eight feet tall from the ground to its shoulders. M.E.C.’s lack a grenade or utility slot, but instead can being in their own unique mounted systems in order to crush their opponent or support their allies. All M.E.C. suits count as heavy armour with no movement penalty.

There is one M.E.C. suit for each tier of technology, and each one can install one of two unique attachments.

● MEC-1 “Warden” - The Warden appears to be little more than a proof of concept, bulky movement systems hastily covered with titanium or ceramic armoured plates, but even in this stage it is still more than capable of providing a dominating force on the battlefield. This suit sets the user's strength to 7 (regardless of what it was before) and adds eight additional health levels for the user, one of them being a -0 health level. ○ Kinetic Strike Module - A large jet propelled melee weapon makes the units blows truly ferocious in nature, granting them the same stats as an artifact smashfist. Additionally the servos in the legs are strengthened along with the frame in order to handle such bone shattering impacts, doubling all 9s on combat movement rolls and for Feats of Strength to destroy something. At Tier 3 the damage of this smashfist increases by +2 and overwhelming by 1. ○ Flamethrower - The Flamethrower functions similarily to the Hellfire Projector on the W.A.R. suit due to bigger fuel tanks. The M.E.C. is immune to its own flames or mundane flames. At Tier 3, the damage of this Flamethrower increases by +2 and overwhelming by 1. ● MEC-2 Sentinel - Lighter alien alloys allows for more protection of vital systems (such as the user) while also making more efficient locomotion systems. This suit sets the user’s strength to 8 and provides 10 levels of health, two of which are -0. ○ Grenade Launcher - The M.E.C. gains use of a shoulder mounted grenade launcher, able to launch grenades over large distances. The M.E.C. is able to use three grenades per deployment, but otherwise can use the same grenades as the infantry on the ground can use. The grenades the M.E.C.’s use are stronger however, inflicting +2 additional damage upon a direct hit and capable of being launched out to long range like a mortar cannon. ○ Restorative Mist - The M.E.C. is capable of treating everyone within close range of it as being subjected to a single medkit use once per scene. ○ E.X.O. Suit Options - The M.E.C. is capable of using any other extra weapons the E.X.O. suit can mount. ● MEC-3 Paladin - Reactive armour plating combined with brand new power generation sources allows for a streamlined M.E.C. model that moves virtually indistinguishable from a human being. This suit sets the user’s strength to 9 and provides a whopping 12 levels of health, three of which are -0 health levels. ○ Proximity Mine Launcher - The M.E.C. launches a special mine out towards an area that only detonates when it detects any movement over it (allies can pass over the mines normally) or detonated remotely by a reflexive action by the one who laid it. The M.E.C. makes the attack roll when it fires this weapon off, and anyone who activates the mine is immediately subjected to the attack roll. If trying to evade mine detection matters, the user must beat a Perception+Awareness pool of 10 from the mine which doubles 9s. Being hidden is also recommended as the M.E.C. can detonate the mine remotely if it sees anyone attempting to defuse it. ○ Electro-Pulse - A single strong electromagnetic pulse blasts out from the center of the M.E.C., making a single withering attack against every single mechanical or Automaton unit out to close range of the M.E.C. rolled with 13 dice to hit and only gaining the largest amount of initiative from any one attack. Otherwise they function with all the same traits as normal ECM Grenades. ○ W.A.R. Suit Options - The advanced power generation of the Paladin allows W.A.R. Suit weapons to also be mounted in lieu of the other two options.

IT CAME FROM THE WYLD!

Dire Goose

Supposedly created by a Raksha Court in the North which often enjoyed fighting and toying with mortal traders who crossed their territory on the ground, but now shortcutting it by just flying over their territory directly. No more fun and games were to be had anymore, and the Raksha’s boredom slowly turned into rage over the years that went by. Thus they created this hellish creature to exact their vengeance upon the mortals. The creature however was too powerful, too wild to control. After slaying all of the Raksha in the court, it now forever patrols the wastelands of the north, killing all those unfortunate enough to be within its territory.

The Dire Goose is a creature created specifically for hatred and malice. Those who are fortunate enough to get away from such a creature can only recall the honking of thousands of Geese, blood, and feathers. The area the Dire Goose patrols is said to be a wasteland filled with a trader’s dream in terms of treasure, but no one dares to enter the territory of such a fearsome beast for fear of their own life.

Suggested Type: Special

Difficulty: Very hard. Potent offenses combined with great defenses make the Dire Goose a challenging opponent for most groups. The fact that it can fly and is quite fast makes it very difficult to get away from. The multiple heads can focus on one target for great damage and a strong chance to hit or attack everything around them and keep opponents at low initiative.

Essence: 1; Willpower: 7; Join Battle: 10 dice (Base initiative 5)

Actions: Feats of Strength: 12 dice (may attempt Strength 7 feats); Intimidate: 8 dice; Resist Poison/Disease: 8 dice; Senses: 7 dice (see Keen Nose and Night Vision); Stealth: 5 dice (see Winter Menace); Tracking: 6 dice (see Keen Nose)

Resolve 4, Guile 2

Combat

Attack (Bite): 13 dice (Damage 13, minimum 5), Tags: Reach

Combat Movement: 8 dice (+2 in air)

Evasion 3 (In air), Parry 5

Soak/Hardness: 12/6

Health Levels: -0x3/-1x5/-2x6/-4x2/Incap A Dire Goose will fight to the death within its territory, but unless it is hungry it will leave things alone (NOTE: Its always hungry) Note that for purposes of determining Magnitude, The Dire Goose’s health level amount is considered to be about 13 instead

Special Attacks

Feathered Wrath: Instead of using its heads to attack targets all around the Dire Goose at once, more cunning or intelligent Dire Goose’s may use the number of heads to overwhelm a single unlucky opponent. The Dire Goose makes a single attack against an opponent using Head based Battle Group and applies an amount of onslaught equal to the size of the current battle group. If the attack the battle group did hit and did damage, than the Dire Goose does an additional amount of post-soak withering damage or if a single willpower is paid, a decisive attack that does additional damage equal to the threshold successes on the attack roll, maximum of the Dire Goose’s size.

Rampage: Upon reaching a new health level category, the Dire Goose may immediately make an attack with its head based battle group against every opponent in range of its heads reflexively, which does not count towards its action for the turn. If an attack does enough to go past two health penalty areas of damage (EX: -0 to -2) than only one attack is made. If the Dire Goose heals itself to a higher level than goes back down to a lesser one, it cannot make that attack again (Only one free attack per health level category lost)

Relentless Hunger: If an opponent reaches incapacitated while fighting the Dire Goose, than they are instantly devoured by the creature. If the Dire Goose reduces the size of a battle group, than most of the numbers lost in the size are treated as if they were killed.

Threatening Reach: The Dire Goose’s heads are extremely long, more often than not easily able to get the better of opponents who foolishly charge in. In order to move away from a Dire Goose, one must use a disengage action when they are either close or short range of him. In addition, the range of the Dire Goose’s melee attacks can be done out to a range of short. The Head Based battle group can attack everything within short range by using a single attack roll and comparing it to all targets.

Limitless Goose Heads: The Northeastern Dire Goose is said to possess a limitless number of heads, a unique mutation spurred on by the Wyld whereas the Dire Goose will grow more heads the more endangered the beast currently is. Each Dire Goose has at minimum two heads from the moment it is born and learn very quickly early on how to overwhelm opponents with their heads working in furious harmony. In addition to its normal initiative track, the Dire Goose also possesses a Battle Group on itself at all times with the Battle Group representing the multiple heads. The size of this group starts at 3 and uses the traits of the Dire Goose’s bite for its own attack and for adding the battle group bonuses. It uses the Dire Goose’s own main initiative for determining turn order, and may attack before or after the Dire Goose on the Dire Goose’s own action for the turn. It may delay its action or spend its turn aiming by paying the appropriate initiative, but it cannot use initiative for things such as gambits. Size applies as normal to all stats except for soak. If the battle group composed of the Dire Goose’s heads has its size reduced to 0, then that represents all of the heads either being sliced off or beaten to a lifeless pulp apart from a single remaining head (Which still may act as if it were a normal character). However this state of vulnerability does not last forever, for approximately (Old size -3) turns later a new batch of heads will burst forth from the Dire Goose’s shoulder area. These will either sprout from the neck of severed heads or new heads with burst forth, consuming the useless heads in an orgy of bloodshed and violence in which new heads will quickly sprout. The new batch of heads will increase the size of the Dire Goose’s head battle group by +1 up to a maximum of 5 and completely refill its magnitude. Each increase of size representing an exponential increase of heads where size 2 may be 5 heads while size 5 could be something akin to 36 or more. These heads do not suffer rout and cannot be targeted by command or rally actions. Upon reaching Size 5, depleting the size of the Dire Goose heads down to zero does not grant it any additional size, but rather additional heads are presented as their drill going from poor to average, and if it happens again increasing their might by +1.

Multiheaded Shield: The heads of the Dire Goose are not just used for great offense, but defense too. The Dire Goose’s own main body is considered to be under a persistent defend other action from the Dire Goose’s heads, which unless the Dire Goose is on its last head then it instinctively will defend itself from harm using such heads. The only laspe this defense has is when the Dire Goose is waiting for its heads to generate, leaving its exposed body vulnerable to attacks. The Dire Goose is considered to be able to see 360 degrees around itself, making sneaking up on it to stab it in the back significantly more difficult.

Merits

Acid Blood: Even the creature’s very blood hates those it touches. This merit functions as a five dot merit of the Poison Body merit. In addition the blood is acidic to the very touch. Mundane weapons are melted to slag after dealing any sort of lethal damage to the beast. Those poor fools who do lethal damage unarmed are instead subjected to a one-time Acid Bath environmental hazard. For this reason, bashing damage is highly preferred.

Adapted to Cold: Although it may not prefer it, a Dire Goose is adapted to the Cold of the North. It ignores all environmental damage related to mundane cold weather and gains +4 automatic successes to resist effects based on supernaturally cold weather. Lastly, it ignores up to two points of penalties related to cold or Northern weather.

Flight: The Dire Goose is capable of flight, and uses it extensively to attack those who invade its airspace.

Keen Eyes + Blood Smell: The Dire Goose applies the double 9s rule on Perception- based rolls made using sight. In addition if a quarry is bleeding, it doubles 9s on rolls to smell them too.

Legendary Size: The tyrant lizard’s immense size makes it extraordinarily difficult for human-scale enemies to engage it in combat. It does not take onslaught penalties from any attack made by a smaller opponent, although magically-inflicted onslaught penalties still apply against it. Withering attacks made by smaller enemies cannot drop the tyrant lizard below 1 Initiative unless they have a post-soak damage of 10 dice (although attackers can still gain the full amount of Initiative damage dealt). Decisive attacks made by smaller enemies cannot deal more than (5 + attacker’s Strength) levels of damage to the tyrant lizard with a single attack, not counting any levels of damage added by Charms or other magic. If one is damaging the head based battle group however, this minimum damage does not apply, as any number of heads can be chopped off in one turn.

Regeneration: The Dire Goose recovers from wounds much more quickly than any other known creature. The healing rate for the Dire Goose is the same as the Exalted. Furthermore whenever the Dire Goose recovers from initiative crash, reduces a battlegroup in size, or devours an opponent with a decisive attack, it immediately heals one bashing or lethal level of damage.

Night Vision: Dire Goose’s can see in dim conditions as though they were in broad daylight, and reduce the difficulty of Perception-based checks made in deeper darkness by one.

Unusual Hide: The Dire Goose feathers alone are on pair with steel in terms of toughness. This has already been factored into the soak.

Winter Menace: The Dire Goose does not count waist high snow as difficult terrain, treating it as if it were normal terrain. Additionally it doubles 8s on stealth rolls that involve hiding in the clouds or snow.

EX-Mode Abilities

Rampage: Going through multiple wound penalties will no longer skip attacks. In the case that someone plunges the Dire Goose from -0 to -2 for example, the Dire Goose will get two attack actions immediately.

Limitless Goose Heads: The Dire Goose’s Size amount for its heads will increase by +1 automatically once it takes +8 levels or more of damage. If this is done while its heads are currently regenerating, this increases the size count by +2 when the heads grow back.

Yukkari

Take it easy~

The Wyld has a funny effect on popular individuals; even they are nowhere near the Wyld itself the stories told about them drift through them. Some Raksha may latch onto such a popular individual in other to further their own narrative, while other times things like Yukkari’s pop out for no disconcernable reason whatsoever. While being an endless source of embarrassment to those who have a Yukkari of themselves, they do make interesting pets.

Yukkari are incredibly varied, all of them appearing as ball shaped objects with human eyes, mouth, nose, and often some sort of fashion implement/hairstyle they use to tell each other apart. Yukkari’s lack any real organs however, in fact the inside of their bodies and their outside skin are just that of a red bean bun, but due to the narrative of the wyld these creatures can not only survive, but actually survive and reproduce like normal animals. While they are capable of speech, their intellect never advances beyond that of a child of about 3-4 years old.

Difficulty: They’re not really made for fighting, though they do make good pets as most Yukkari’s are very easy to tame.

Suggested Type: Insignificant

Essence: 1 Willpower: 3 Join Battle: 4 dice

Health Levels: -0x1/-1x1/-2x1/-4x1/Incap

Sample Intimacies: ● Defining: Taking it Easy (Principle), Fashion Accessory (Tie) ● Major: ● Minor: People Who Don’t Take it Easy (Tie, Negative)

Actions: Annoying Prattle: 4 dice; Any Intelligence based roll: 1 die; Senses: 4 dice; Taking It Easy: 11 dice

Appearance 2, Resolve 1, Guile 1

Combat:

Bap Bap: 7 dice (8B damage)

Combat Movement: 4

Evasion: 3 Parry: 2

Soak/Hardness: 1/0

Special Attacks

Merits

Fashion Accessory: Each Yukkari will often gain some sort of fashion accessory. Sometimes it's a hat, other times its a tattoo, while other times it may be a hairstyle. No matter the situation Yukkari’s use these accessories in order to not only distinguish Yukkari’s from each other but also identify itself. A Yukkari without its fashion accessory will often go into panic or a deep depression. Yukkari’s gain an additional +5 automatic successes to determine whenever or not a fashion accessory is ‘authentic’ or not, and will refuse them unless they are desperate.

Grazing: As a passover from their native roots, any attack roll that meets a Yukkari’s defense makes it miss.

Taking it Easy~: All Yukkari’s have a defining principle of “Taking it Easy”, looking for a relaxed and enjoyable life. While most Yukkari’s do not enjoy fighting, they will fight to protect their ‘Easy’ life. This intimacy cannot be eroded by any means.

Yukkari variation: There are many different types of Yukkari’s, each one having different behaviors and skills unique to that Yukkari. A few types of Yukkari’s are listed below, but there are many more that can be found! ● Arianna: A highly intelligent Yukkari that is as white as the fallen snow, their silver long ponytails and diagonal scar across their face being their accessories. These Yukkari’s are also highly intelligent on matters related to Lore or Occult, having at least 5 dice in these pools and can ever carry on normal conversations with people (They still use simple . They claim to know sorcery but cannot learn it, and are vicious jealous of anyone who actually can perform it. ● Dace: A wised Yukkari often found in battlezones, strangely enough liking to make “War war” with others. This Yukkari is bald, but is known for the brown beard and mustache that it uses as its accessory. Due to their knowledge of the battle field, they are very knowledgable about war and have 5 dice to make with any war related roll (6 dice involving Yukkari’s). They are also very good on horseback, needing to make no rolls in order to remained balanced on a horse. ● Jade: A whole wheat Yukkari who is often silent and keeps to herself, but is known to be extremely aggressive towards other Yozi/Demon related Yukkari, often regarding them as shitheads and will often attack them with a sneak attack. Jade Yukkari’s are rarely every known to speak, but are very stealth and nimble, gaining 5 dice on any athletics or stealth related roll. ● Hamster: A Yukkari with fur all over its body, with large black eyes and ears, it often has a black bandana around its head as its accessory. When it fights it is known to attempt to attack from up high and drop down on its opponent, saying ‘Bwginin’ da pwain!”. They are also skilled at writing, gaining a total of 5 dice to any attempt at writing (6 dice when involving magical creatures). When in presense of a Rich Yukkari, they are known to write more often, though the exact reason has yet to be determined. ● Panther: A rather tough Yukkari that is made of a whole wheat layer, often having very short black hair on top and a tattoo of a blazing sun just below its eyes as an accessory. They are known for being extremely noble and virtuous, expecting others to behave in the same way and are known to attack others who don’t (This is more common after they awaken from a nap). Often yell “What the hell are you talking about!?” Lastly they are far more durable that other Yukkari’s, having a soak of 5. ● Scarlet Empress: An extremely rare Yukkari to find these days, as originally the Empress herself attempted to have them all killed for impersonating her. Scarlet Empress Yukkari’s often have a large crown with white facial make up. They are most often known as being the leader amongst a group of Yukkari’s and are surprisingly good at it, having 5 dice to any roll regarding Bureaucracy or leadership (6 dice amongst Yukkari’s). ● Youmu: An extremely soft Yukkari with white hair and a black bow in her silverish white hair as an accessory. This Yukkari also knows how to wield swords in its mouth and is quite skilled with them, having 6 dice to attack (Before accuracy bonuses) and a parry of 3 (Which may increase due to defense bonus of weapons). Because of this they make excellent guard dogs. Lastly they are also fiercely loyal to their masters, often having a major if not defining intimacy towards them.

Flaws

Pastry Body: Due to their body being made out of pastry, being submerged in water is lethal to Yukkari’s as they dissolve within it. When totally submerged in water or very heavy rain, Yukkari’s are treated as if being exposed to an acid bath environmental hazard per turn. Any amount of water that only goes up to about their mouth is fine however, as Yukkari’s too need to bathe.

Zerg

Yup, I’m doing Zerg units too. Why? Because I have fun doing so.

Zergling

“They’re everywhere!” “Then shoot everywhere!”

Once a docile race of Dune-Runners, the Zergling is now a core part of the Hive’s countless units. Despite being weak individually and poorly armoured, Zerglings perform very well when attacking in large groups. Due to how simple their DNA is, the Zergling can also be produced very quickly and in great numbers. As soldiers often say, if you see one you’ll two dozen more shortly.

Being the size of a large dog with four legs and claws and long as a man’s hand, the Zergling is very swift on the ground. Its eyes constantly seem to be glowing which gives it an edge in the dark, while two large claws on its shoulders seem to rise high in the air to about the height of an average man.

Difficulty: By itself the Zergling is a joke, but in a battle group its true strength will shine through sheer strength in numbers.

Suggested Type: Strong

Essence: 1 Willpower: 4 Join Battle: 6 dice

Health Levels: -0x1/-1x2/-2x2/Incap Feral Zerglings will flee after taking 3 or more levels of damage, controlled Zerglings are fearless and will fight to the death.

Speed Bonus: +4

Actions: Senses: 5 dice; Stealth: 6 dice

Combat: Claw/Bite: 12 dice (Damage 10)

Grapple: 6 dice (5 dice to control)

Combat Movement: 10 dice

Evasion: 3 Parry: 2

Soak/Hardness: 5/0

Special Attacks

Adrenal Glands: The Zergling is capable of landing many attacks in rapid succession. After landing a successful withering attack, the Zergling may take its next action three ticks earlier than what it normally does.

Harry: Biting at the heels of its prey, the Zergling denies it the chance to flee. On the turn that a Zergling moves into close range of an enemy, if it deals 5+ damage to them with a withering attack, that enemy cannot disengage or withdraw on their next turn.

Pack Hunting: When the Zergling attacks an enemy, it adds one automatic success to the attack roll for each allied Zergling in close range on the ground to that enemy, to a maximum of three successes. On a decisive attack, it may also pay a point of Willpower to add that many dice to the raw damage of the attack, representing its packmates joining in the attack. As a Battlegroup Zerglings gain this bonus if any other Zerg unit or battlegroup is also focused on the same enemy(ies).

Merits

Burrow: By vibrating its own skin and muscles, the Zerg unit is able to rapidly burrow underground. Attempts to find the unit while burrowed cannot be attempted unless one has superhuman senses. In addition the unit adds +2 automatic successes to any stealth roll while burrowed. The Zerg unit can still ‘see’ out to short range while burrowed, however they cannot move nor attack. Burrowing underground only costs a movement action, and if attempting to do it within close range of an enemy needs a disengage roll as per normal.

Endless Swarm: The numbers of the Zerg seem truly endless. When used as part of a battle group, increase the magnitude size by an amount equal to (Current Size/2, round up). This represents the sheer size in numbers.

For the Swarm!: When under the control of a Cerebrate, Overmind, or some other suitably powerful Hivemind, the Zerg fight with a single minded purposed heedless of own personal dangers, granting them perfect morale when in a battle group. If this connection is severed or jammed somehow, the zerg function with the intelligence and guidance of normal animals that are nearly impossible to tame and are liable to run from combat like normal animals.

Metabolic Boost: Zerglings double 9s on any test of speed.

Night Vision: Zerglings suffer no penalties for seeing in areas with little to no light.

Nutrient Synthesis: Having heralded from locations regarded as inhospitable, the Zergling has naturally adapted to become excellent survivors. They are capable of deriving nutrients needed to live from anything they consume - Even water.

Walling: In order for a player character to move through a Zergling Battlegroup they must not only pay 2i but also make a Dexterity + Athletics roll which the Zerglings contest and add half their size to the attempt. White Reaper users make ignore this.

Zerg Regeneration: All Zerg are capable of healing themselves at the same speed and efficiency as the Exalted. Furthermore at the end of the day the Zerg unit automatically recovers a single bashing or lethal health level (Even if they already recovered one due to natural healing times).

Flaws

Allergies: The Zergling treats consuming lemons as consuming Coral Venom, which it cannot roll to resist. This information is a well kept secret, and declaring it will require a speciality in biology, Xenobiology, or Alien races.

EX-Mode Abilities

Adrenal Glands: For each point of onslaught the target current suffers from the Zergling deals an additional point of damage. Additionally if attacking as part of a battlegroup, Zerglings inflict an additional amount of onslaught on their attacks equal to (Size/2, round down).

EX-Mode Zerglings can be of either one or two unique strains. Raptors or Swarmlings Raptor

A strain of Zergling made for traversing mountainous terrain while being extremely aggressive.

Advanced Quadriceps: The Raptor is treated as having the Solar charm “Monkey Leap Technique” active at all times. In addition if the Raptor has successfully rushed their target, than if they’re attacked by the end of their next turn the Raptor adds a bonus +2 withering damage.

Aggression: The Raptor always doubles 10s on withering damage rolls and increases the base damage of its attacks by 2. Their Join Battle dicepool is increased by 2.

Hardened Carapace: The Raptor increases its health by an additional -1 and -2 health level. Swarmling

The Swarmling is quantity over the Raptor’s quality, gaining additional benefits for when working in large numbers.

Endless Swarm +: Swarmlings add (Size x2) to magnitude amounts rather than just size.

Rapid Gestation: If being attacked on their home base or nest, a commander is capable of making command rolls to recover magnitude despite Swarmlings being fearless, this is due to the incredibly rapid speed that larva can hatch into Swarmlings.

Spiky: The Swarming is covered in razor sharp spines all over its body in a reactionary evolutionary feature that the Swarmling can force predators to choke to death on them. Any creature attempting to eat it is immediately subject to 10 dice of unsoakable withering damage. If in a battlegroup, add in the size to the damage. Those who attempt to grapple a Swarmling shares the same fate, but the damage can be soaked to a minimum of 5 damage per turn holding it.

Baneling

The Baneling is a mutated Zergling filled with highly corrosive material. The Baneling is a simple creature, lacking many basic features such as a digestive tract or natural weapon, the Banelings main weapon against creatures is to explode into a burst of highly corrosive acid, killing itself in the process. Exposed flesh is often melted within seconds and even hardened buildings collapse in time from repeated blasts and acid exposure.

A Baneling looks like a four legged insect about the size of a dog with large glowing green sacs of highly corrosive acid ready to burst at the slightest touch.

Difficulty: A stronger raison d’etre for ranged specialists to exist in your game if these things (or anything remotely like it) appears in your game. Even a meddling battle group of Banelings can spell disaster for an allied infantry battle group.

Suggested Type: Always Strong, even during RAW games.

Essence: 1 Willpower: 4 Join Battle: 5 dice

Health Levels: -0x1/-1x1/-2x1/Explode. Banelings cannot be taken out non-lethally, they will explode if incapacitated. They also have no self-preservation instinct when Feral, meaning finding living ones in the wild is extremely unlikely.

Speed Bonus: +3 (Ball form only, must make roll to maintain balance every turn)

Actions: Senses: 7 dice; Stealth: 6 dice

Combat:

Suicide: 13 dice (Damage 13L/3)

Grapple: Banelings cannot make grapple actions, but will not resist being grappled (See “Why Would You Grab That?” below)

Combat Movement: 4 dice

Evasion: 2 Parry: 0

Soak/Hardness: 3/0

Special Attacks

Attack Structure: When ordered to attack a structure, the Baneling leaps forth and detonates itself against it. Attacking stationary structures makes the base damage of the Baneling is 20L/8. If a feat of strength is required, the Baneling rolls 12 dice for its feat of strength roll doubling all 8s and counts as having a strength of 7.

Baneling Bust: The explosive power of the Banelings wrecks havoc on the formations of the enemy. Against an enemy battlegroup, Banelings ignore any bonuses to armour granted by size so long as they’re composed of either infantry units and/or lightly armoured units and doubles 10s on the damage rolls against such targets.

Corrosive Acid: Against targets with no armour, the Baneling does an additional +3 damage.

Why Would You Eat That?: If any creature attempts to eat a Baneling, the Baneling may immediately attempt a reflexive Suicide action, which is considered unblockable and undodgable and ignores soak.

Why Would You Grab That?: If a Baneling is grappled by a target, than on their turn they may Suicide themselves, during which the opponent's defense is treated as 0.

Volatile Burst: The Banelings main form of attack is by exploding itself directly in front of its primary target in a burst of highly corrosive acid. In addition to attacking the primary target, anyone within close range of the primary target is also subjected to the acidic bath, inflicting a one time environmental hazard of 5i/instant trauma 3 which may be resisted with either Stamina + Resistance or Dexterity + Dodge. Against normal opponents within the blast, it just attacks all of them within close range of the target comparing one attack roll against everyone in range. The Baneling dies after making this attack. If a Baneling dies before it can be attacked, than everyone within close range of it immediately suffers the environmental hazard. If in close range of a Baneling battlegroup, add (Size/2) to the damage of the hazard. Whenever a battlegroup of Banelings attacks a target they immediately lose magnitude equal to (3 or 5, whichever is greater).

Merits

Burrow: By vibrating its own skin and muscles, the Zerg unit is able to rapidly burrow underground. Attempts to find the unit while burrowed cannot be attempted unless one has superhuman senses. In addition the unit adds +2 automatic successes to any stealth roll while burrowed. The Zerg unit can still ‘see’ out to short range while burrowed, however they cannot move nor attack. Burrowing underground only costs a movement action, and if attempting to do it within close range of an enemy needs a disengage roll as per normal. Banelings can also detonate when burrowed, making themselves living, sentient mine fields.

Centrifugal Hooks: A series of long spines grows along the back of the Baneling, allowing it to curl up into a ball and roll along at high speeds. When undertaking a rush action, the Banelings base speed increases to 9 dice. Lastly they are capable of doubling 9s on rushing actions.

Endless Swarm: The numbers of the Zerg seem truly endless. When used as part of a battle group, increase the magnitude size by an amount equal to (Current Size/2, round up). This represents the sheer size in numbers.

For the Swarm!: When under the control of a Cerebrate, Overmind, or some other suitably powerful Hivemind, the Zerg fight with a single minded purposed heedless of own personal dangers, granting them perfect morale when in a battle group. If this connection is severed or jammed somehow, the zerg function with the intelligence and guidance of normal animals that are nearly impossible to tame and are liable to run from combat like normal animals.

Sonar Sight: Banelings do not see by eyes, but rather by a form of sonar that is just as accurate as sight out to a range of medium. Purely visual obstructions (such as smoke) do not hinder the Banelings in the slightest. For purposes of stealth, this counts as a form of sight.

Zerg Regeneration: All Zerg are capable of healing themselves at the same speed and efficiency as the Exalted. Furthermore at the end of the day the Zerg unit automatically recovers a single bashing or lethal health level (Even if they already recovered one due to natural healing times).

EX-Mode Abilities

Corrosive Acid: Whenever a target is attacked by a Baneling’s direct attack and has either light or no armour and take more than +5 withering damage, they are subjected to an Acid bath “poison” as the acid burns against their skin. This is modelled as Frog Arrow Venom without the damage penalty. Against targets with medium or heavy mundane heavy armour, than the soak of the armour is reduced by 2 until it can be repaired.

Regenerative Acid: Whenever an allied Zerg unit is close to Banelings when they explode than the Baneling may make a reflexive Rally for Numbers roll with a dicepool of 8 dice. This represents healed Zerg units getting back up into the fight. For Special Zerg units this turns one lethal health level into bashing or heals one bashing box.

EX-Banelings can be of either one of two types: Splitters or Hunters

Splitter

The Splitter appears as a Baneling that has glowing green mist constantly coming out from it. Due to a decentralized nervous system, it is capable of splitting into smaller Banelings upon its death which also explode onto people.

Baneling Bust +: Splitters increase the damage gained by sizes bonuses by (Size x 1.5), minimum of (Size + 2). This is represented by Splitters forming off and attacking in addition to the Banelings.

Endless Swarm +: Swarmlings add (Size x2) to magnitude amounts rather than just size, this is represented by them exploding into smaller Banelings.

Splitter Mutation: Upon death (Either by its own hand or someone else killing it) the Splitter Baneling explodes into a smaller Baneling. Each of them only has a single level of health, inflicts 10 damage with its suicide blast, and cannot make feats of strength rolls against structures. Otherwise they are the same as normal Banelings. As a point of clarification, multi-target attacks (such as Arrow Storm Technique) can target the new Baneling as soon as the old one dies.

Hunter

The Hunter is a purple Baneling that has evolved strong jumping capabilities after periodic lava flows would kill them. Additionally they are slightly tougher than normal Banelings.

Ambush Predator: The Hunter’s base stealth pool is 8 dice. If it is undetected, it is capable of moving a single range brand towards its opponent before detonation. Lastly when attacking a structure, they are capable of leaping a range brand towards it reflexively.

Advanced Quadriceps: The Hunter is treated as having the Solar charm “Monkey Leap Technique” active at all times. In addition if the Hunter has successfully rushed their target, they may move on additional range brand towards them so long as they can attack that target within close range.

Environmental Danger Sense: The Hunter is capable of reading the environment for the subtle cues of a natural disaster to an astonishing degree. It gains a new skill “Sensing Natural Disasters: 8 dice” to which it doubles 9s on, and if successful is capable of seeing such a disaster an hour ahead of time.

Hydralisk

It is hard to tell how the Hydralisk originated from the Slothien creature it originated from, keeping such trails as firing high speed spines from its head but nearly everything else being so different that they appeared to be two different creatures entirely. The Hydralisk serves the swarm by being an efficient fighter at both range and in melee.

The Hydralisk itself stands at about nearly 7 feet fall when standing, though its longer snake like tail continues to trail behind it for some distance. On its upper torso it contains two large, scythe like claws that shred anything foolish enough to get close to it. Its head has a massive crown that goes on to become several feet long and wide, opening up at the sides to contain rows of sharp barbs that can be launched with amazing speed, accuracy, and power.

Difficulty: An all-rounder unit that is capable of doing just about everything. While it rarely excels in any give area, this does not give it many weaknesses to exploit.

Suggested Type: Strong

Essence: 1 Willpower: 5 Join Battle: 7 dice

Health Levels: -0x3/-1x3/-2x3/-4x1/Incap.

Actions: Feats of Strength: 7 dice (may attempt Strength 5 feats); Resist Poison/Disease: 7 dice; Senses: 8 dice; Stealth: 7 dice

Combat:

Needle Spines: 12 dice (Damage 13L/3). Range: Long

Scythes: 12 dice (Damage 14L/3)

Bite: 9 dice (Damage 16L/4) (Only when grabbed)

Grapple: 9 dice (7 to control)

Combat Movement: 7 dice

Evasion: 5 Parry: 4

Soak/Hardness: 7/0 (3 armour)

Special Attacks

Anti-Air Expert: Hydralisks have specially adapted themselves to anti-air warfare. Any attack against a flying target adds +1 automatic success to the roll.

Frenzy: With constant behavior adaptations made over the years, Hydralisks have become incredibly aggressive. They are in a constant state of readied awareness, so any ambush attack made against them is lowered to a surprise attack instead. Furthermore wound penalties do not apply to the Hydralisk’s accuracy or damage stats, and any time the Hydralisk crashes an enemy or depletes a battle group in size than it takes its next turn 3 ticks earlier than what it normally can.

Mauling Bite: When the Hydralisk makes a decisive savaging bite attack against a clinched enemy, it adds +4 to the raw damage of this attack. It can receive this bonus only once per grapple, unless reset by crashing the clinched enemy. Strong Hydralisks instead add the piercing tag to attacks for free.

That’s a Wrap!: After making an attack with its scythes in melee range that does at least +5 withering damage, a Hydralisk may attempt a reflexive grapple gambit.

Volley Fire: If the enemy is currently engaged with another Zerg unit in melee, a Hydralisk battlegroup can attack from medium range without needing to aim first.

Merits

Burrow: By vibrating its own skin and muscles, the Zerg unit is able to rapidly burrow underground. Attempts to find the unit while burrowed cannot be attempted unless one has superhuman senses. In addition the unit adds +2 automatic successes to any stealth roll while burrowed. The Zerg unit can still ‘see’ out to short range while burrowed, however they cannot move nor attack. Burrowing underground only costs a movement action, and if attempting to do it within close range of an enemy needs a disengage roll as per normal.

For the Swarm!: When under the control of a Cerebrate, Overmind, or some other suitably powerful Hivemind, the Zerg fight with a single minded purposed heedless of own personal dangers, granting them perfect morale when in a battle group. If this connection is severed or jammed somehow, the zerg function with the intelligence and guidance of normal animals that are nearly impossible to tame and are liable to run from combat like normal animals.

Walling: In order for a player character to move through a Zerg Battlegroup they must not only pay 2i but also make a Dexterity + Athletics roll which the Zerg contest and add half their size to the attempt. White Reaper users make ignore this.

Zerg Regeneration: All Zerg are capable of healing themselves at the same speed and efficiency as the Exalted. Furthermore at the end of the day the Zerg unit automatically recovers a single bashing or lethal health level (Even if they already recovered one due to natural healing times).

EX-Mode Abilities

Berserker: Wound penalties that would apply to the bear’s attack rolls are instead converted to bonus dice.

Needle Spines: Have the “piercing” tag.

EX-Hydralisk’s are known as “Hunter Killers”, highly evolved Hydralisks with stronger attacks and overall capabilities. These special Hydralisks are almost always special characters.

Attack Up: The accuracy of all the Hydralisk’s attacks have their accuracy and damage (except bite) increase by +4 while bites damage increases by +2.

Health Up: Hunter Killers have a health of -0x4/-1x4/-2x5/-4x1/Incap.

Skill Up: All of the Hydralisk’s skills increase by +2.

Speed Up: Hunter Killers have a base speed of 9.

Roach

"Blah blah blah. They hide and they heal. And it sucks."

The Roach is a highly durable frontline unit, their hardened shell capable of sustaining incredible amounts of damage before succumbing themselves. Originating from the Zantar Slug, Roachs are capable of spewing acid that can melt through reinforced structures while having an incredible regeneration rate when burrowed by absorbing the minerals in the ground itself. This mineral leeching has given the Roach a shell that is nigh impervious to natural hazards while being just as durable as metal armour is.

Roaches are four legged creatures that are about as tall as a man, their head capable of poking out of the large spine covered shell on their back. Two large scythes are placed on top for melee combat, but the Roach rarely uses these, preferring to spit acid at their foes from their toothy maw.

Difficulty: Appearing as a slightly weaker Seige Lizard, but these things are exponentially more likely to be encountered in large groups. Having a ranged attack, large amounts of soak, and very high regenerative properties, Roaches are a very annoying opponent which will require some heavy firepower at the table.

Suggested Type: Strong

Essence: 1 Willpower: 5 Join Battle: 5 dice

Health Levels: -0x2/-1x3/-2x4/-4x4/Incap.

Actions: Feats of Strength: 9 dice (may attempt Strength 5 feats); Resist Poison/Disease/Environmental Hazards: 10 dice; Senses: 6 dice; Stealth: 6 dice (When burrowed)

Combat:

Acid Saliva: 11 dice at close (Damage 13L/2). Maximum range: Short

Grapple: Cannot grapple, but gains 4 dice to contest.

Claws: 11 dice (Damage 13L/2)

Combat Movement: 4 dice

Evasion: 1 Parry: 4

Soak/Hardness: 15/5 (10 points from armour)

Special Attacks

Hydriodic Bile: Against targets with no armour, the Roach does an additional +2 damage with Acid Saliva.

Merits

Burrow: By vibrating its own skin and muscles, the Zerg unit is able to rapidly burrow underground. Attempts to find the unit while burrowed cannot be attempted unless one has superhuman senses. In addition the unit adds +2 automatic successes to any stealth roll while burrowed. The Zerg unit can still ‘see’ out to short range while burrowed, however they cannot move nor attack. Burrowing underground only costs a movement action, and if attempting to do it within close range of an enemy needs a disengage roll as per normal.

For the Swarm!: When under the control of a Cerebrate, Overmind, or some other suitably powerful Hivemind, the Zerg fight with a single minded purposed heedless of own personal dangers, granting them perfect morale when in a battle group. If this connection is severed or jammed somehow, the zerg function with the intelligence and guidance of normal animals that are nearly impossible to tame and are liable to run from combat like normal animals.

Hardened Shell: The Roach is incredibly resistant to environmental hazard attacks. The Roach may double 8s on all such rolls.

Tunneling Claws: Roaches are capable of moving underground at the same rate they travel on land. They can still see as normal out to melee range, suffer no penalty moving while in stealth, and add +2 automatic successes on any stealth roll they make while burrowed (And as with Burrowing normally, need superhuman senses in order to sense). Roaches cannot rush targets while underground however, and while moving through rock is possible Roaches do so very slowly (One range brand per two turns).

Walling: In order for a player character to move through a Zerg Battlegroup they must not only pay 2i but also make a Dexterity + Athletics roll which the Zerg contest and add half their size to the attempt. White Reaper users make ignore this.

Zerg Regeneration +: In addition to its base effects, Roaches are capable of regenerating lost limbs by recovering the health represented as lost. Roaches who are injured in any way also recover all bashing or lethal damage at the end of the day, provided they have not fought for the rest of the day. Lastly whenever a Roach recovers from initiative crash or successfully escapes a target by burrowing underground, they automatically heal a bashing or lethal health level.

Flaws

Limited Range: Roaches cannot look directly above them, so they are unable to use their Acid Saliva attack against flying opponents.

Shellbreaker: The durability of the Roach’s shell is also one of its biggest weaknesses, for if someone manages to crack it than weapons can easily sink into its flesh. The piercing tag ignores an additional 2 soak when used against Roaches.

EX-Mode Abilities

Adaptive Plating: The Roach subtracts its current wound penalty from the post soak damage of all withering attacks against it, to a maximum of 2.

Hydriodic Bile: Roaches can use the piercing tag against targets who rely largely on natural or scene-long magical soak (Such as Diamond Body Prana)

EX-Roaches can be one of two types: Corpsers or Viles

Corpsers

Yea no pretty artwork for these guys, sorry. At least none that crops nicely.

Corpsers are a vile strain of Roaches with green spines growing out from the back of its shell, with each blast of their acidic saliva coming with a small embryo that gestates within a host, in which upon death the victim's body is taken over as a zombie.

Host : Upon doing any amount of decisive damage (or lethal in a battlegroup), a small embryo is implanted within the subject. This embryo is small and harmless compared to the Acidic Saliva of the Corpser, and will perish at the end of the day normally. If a target dies while planted with this embryo however it explosively grows in size, using the victim's body as a host. Armour plates rapidly grow over it in seconds along with claws and a mouth dripping with caustic acid. These creatures have the same traits as zombies, only they also have a Acid Saliva attack with the traits of 8 dice to attack at short, 16L damage. This transformation can only be done on mortal/non-essence wielding creatures. If a Corpser attacks a battlegroup and drains their size, than an overwhelming majority of the losses come from death and generation of new zombies. Size 1-3 battlegroups generate a size 1 zombie group while a size 4-5 group spawns a size 2 zombie group. Zombie groups can only grow in size if Corpsers drain the size of a battlegroup bigger than the current battle group of zombies.

Vile

Viles are a strain of Roach with purple spines coming out from its back. The acidic saliva it spits out is not only purple in colour, but rapidly hardens into a binding action.

Cocoon: If the Vile manages to attack and damage a crashed target, that target is bolted to the floor. Unable to take movement actions until the target can make a difficulty 3 feat of strength to break the cocoon. Any attacks made in this cocooned state are done so at a -3 penalty and dodging is also at a -3 penalty. A battlegroup who loses a point of size to Viles are bolted to the floor, horrified soldiers left to the leisure of monsters. The opposing commander cannot rally for numbers until he makes some sort of action to break his men free. Cocoon can also be used if a Vile manages to successfully Ambush its targets.

Constrictive Saliva: Each attack the Vile makes against a target lowers its mobility, imposing a -2 penalty to all movement based rolls and forces the target to take its next turn three ticks later than what they normally can. Worse yet this malady stacks to a maximum of three stacks meaning that unlucky foes can have a -6 penalty to all movement rolls and act 9 ticks later than normal. All speed is recovered when the substance naturally breaks apart 3 turns after a target has not had a Vile land an attack on them.

Mutalisk

Assimilated from the Mantis Screamer, the ever agile Mutalisk roams the skies ceaselessly in the name of the swarm. A Mutalisk is a strong, multipurpose fighter capable of engaging both aerial and ground opponents at range with its powerful Glaive Wurm, a sentient creature that ejects itself from the Mutalisks tail to attack multiple target. Mutalisks excel in hit and run tactics, and when in a war can often be seen attempting to destroy the supply line of the opposing force. Every part of the Mutalisk has been streamlined to afford it additional speed (Except teeth, Zerg units can never have too many teeth).

The best description for a Mutalisk can be a purple U tipped on the side, given wings, stinger, and a tendency to devour small innocent creatures.

Difficulty: Mutalisks appearing will want the melee or brawl specialist closely hug any ranged specialists.

Suggested Type: Strong

Essence: 1 Willpower: 5 Join Battle: 6 dice

Health Levels: -0x5/-1x1/-2x2/-4x1/Incap.

Actions: Finding Enemy Weak Points: 8 dice; Resist Poison/Disease: 5 dice; Senses: 6 dice;

Combat:

Glaive Wurm: 11 dice at close (13L/2 damage). Maximum medium.

Grapple: 0 dice (3 for control roll)

Combat Movement: 12 dice

Evasion: 5 Parry: 0

Soak/Hardness: 6/0 (3 armour)

Special Attacks

Glaive Wurm: The Glaive Wurm is capable of bouncing target to target after it has hit its primary target. Record all 10s that appear in the damage roll of the primary target. After the attack against the primary target has been resolved the original attack roll is applied to two other targets within close range of the original target and those targets are subjected to an unsoakable withering attack with a base damage equal to the amount of 10s that appeared when attacking the primary target (minimum 1). The Mutalisk does not gain any of this additional initiative. When the Mutalisk attacks an enemy battlegroup, the Mutalisk ignores the size bonus to armour against battlegroups that are lightly armoured.

Harasser: If the Mutalisk attacks a target on the ground incapable of flight and of lower initiative, it adds +1 automatic success to the attack roll.

Merits

Aerial Speed Demon: The Mutalisk doubles 9s on all movement rolls.

For the Swarm!: When under the control of a Cerebrate, Overmind, or some other suitably powerful Hivemind, the Zerg fight with a single minded purposed heedless of own personal dangers, granting them perfect morale when in a battle group. If this connection is severed or jammed somehow, the zerg function with the intelligence and guidance of normal animals that are nearly impossible to tame and are liable to run from combat like normal animals.

Wings: Mutalisks have the wings mutation and are capable of flight. In addition they do not suffer from the -3 penalty normally associated with attacking with wings.

Zerg Regeneration +: In addition to its base effects, Mutalisks who are injured in any way also recover all bashing or lethal damage at the end of the day, provided they have not fought for the rest of the day. Additionally anytime the Mutalisk manages to withdraw from combat away from hostile forces, it immediately regains 4 levels of bashing or lethal damage while a battlegroup is allowed to roll 8 dice as a reflexive attempt to Rally for Numbers, which is represented as the remaining Mutalisks healing rapidly, this cannot cause a Mutalisk team to increase in size.

EX-Mode Abilities

Aerial Speed Demon: Against land based enemies, it doubles 8s instead.

Glave Upgrade: Select one of the following upgrades for the Mutalisk: ● Vicious Glave: The Glaive Wurm is capable of bouncing to additional targets before becoming destroyed, applying the damage to everyone within close range of the original target. Against lightly armoured battlegroups, increase the damage dealt against them by the amount of 10s in the attack roll. ● Sundering Glave: The Glaive Wurm is given explosive properties based off the Baneling. Increase the base damage of the Glaive Wurm by +2, add the piercing tag, and against buildings the Mutalisk doubles 9s. (As a Feat of Strength, 8 dice [May attempt Strength 5] and double all 9s to destroy the target) However the Glaive Wurm no longer bounces in between targets.

Harasser: Harasser now just applies to anyone incapable of flight or who is slower than the Mutalisk.

Ultralisk

The swarms biggest, toughest, and most durable land unit. Standing as tall as nearly four full grown men standing on top of each other and so long that a unit can be fighting one when half its body is still in jungle brush, the Ultralisk still has a long list of other extremely impressive achievements. An archer can fire every crossbow bolt in his city but still only make it angrier than it was to start, its kaiser blades can decapitate scores of plate mail soldiers in front of it without even slowing down, its charges are known to take down even mighty first age defense systems. Even doing something like blowing off its hind legs won’t work as it can run just as fast on the front two. When Ultralisks appear on the field it's either time to bring out the heavier artillery or start praying to whatever god you believe in. Running won’t work as the bloody thing is fast too.

For all of these benefits, there are drawbacks to these mighty beasts. First is that they’re very expensive in resources compared to other units, both in physical resources and the mental resources needed to maintain control of it. Even the best equipped nests may only be able to field 50 of them (and then little of anything else).

Difficulty: Do you want a harder Tyrant Lizard? Here you go. The Ultralisk is a death dealing machine on legs. Throw this against your players if you’re sure they can beat a Tyrant Lizard in a fight as this thing is tougher than it. The EX-Mode versions of the Ultralisk are also incredibly hard to where even a player who optimizes may have difficulty against it, or at the very least force its attention to the exclusion of everything else.

Suggested Type: Special

Essence: 1 Willpower: 8 Join Battle: 10 dice (Base initiative 5)

Health Levels: -0x6/-1x6/-2x6/-4x8/Incap.

Speed Bonus: You’re kidding. You’re kidding right?

Actions: Feats of Strength: 15 dice (may attempt Strength 10 feats, see Incredible Might); Hide in Dense Forest or Swamps: 8 dice; Intimidation: 10 dice; Resist Poison/Disease: 10 dice (See Heightened Immune System); Senses: 8 dice

Resolve: 4 Guile 1

Combat:

Kaiser Blades: 13 dice (Damage 18L/5). Kaiser Blades are monomolecular and can easily slice through armour, granting them the piercing tag. Accuracy is 10 dice for decisive attacks.

Ram: 14 dice (Damage 15B/4). The tremendous bulk of the Ultralisk gives this attack the Smashing keyword. Accuracy is 11 dice for decisive attacks.

Grapple: 8 dice (12 to control). The Ultralisk makes unopposed control rolls against enemies of smaller size, unless its victims use magic that allows them to clinch larger enemies, such as Dragon Coil Technique.

Combat Movement: 8

Evasion: 4 Parry: 6

Soak/Hardness: 17/10

Special Attacks

Blade Frenzy: If an Ultralisk manages to gain a threshold of three or more successes over an opponent's defense with a decisive attack, than the Ultralisk may add +10 damage to the attack. Usable once per fight. If an Ultralisk is a Strong type opponent, Simply double the base damage of the Kaiser Blades against an opponent if he scores 5 or more threshold successes over the opponent.

Brutal Stomp: Whenever an Ultralisk knocks an enemy prone with a smashing attack, it may pay a point of Willpower to reflexively make a grapple attack that cannot be parried. The Ultralisk can only restrain the stomped enemy and cannot move without ending the clinch, but the stomped enemy takes six dice of lethal damage that ignore hardness for each round the Ultralisk holds it.

Contempt: Each turn the Ultralisk may make a reflexive attack against a normal type opponent, but if withering he only gains a maximum of 3 initiative. The Ultralisk only has this trait if it is a special character.

Furious Rampage: Whenever the Ultralisk attacks or rushes an enemy who is in Initiative Crash, it adds three automatic successes on the roll.

Quadruple Blades: The Ultralisk has four mighty blades. The Ultralisk gains +2 bonus dice on any clash attack made against it.

Sensorimotor Control: Despite the size of the Ultralisk it is very quick on captializing upon the enemy’s weaknesses. When the Ultralisk crashes an enemy, they may pay a point of Willpower to immediately make a reflexive attack, withering or decisive, against that opponent.

Merits

Apex Predator: The Ultralisk regains a point of Willpower every time it crashes or incapacitates a non-trivial opponent. This cannot raise its current Willpower above the amount it had at the beginning of the fight. It is also immune to any non-magical influence roll meant to intimidate, provoke fear, or play upon fear.

Burrow: By vibrating its own skin and muscles, the Zerg unit is able to rapidly burrow underground. Attempts to find the unit while burrowed cannot be attempted unless one has superhuman senses. In addition the unit adds +2 automatic successes to any stealth roll while burrowed. The Zerg unit can still ‘see’ out to short range while burrowed, however they cannot move nor attack. Burrowing underground only costs a movement action, and if attempting to do it within close range of an enemy needs a disengage roll as per normal. An Ultralisk tags a full turn in order to bury itself, and this action cannot be flurried. Also when burrowed it ignores any stealth penalties related to its size.

Chitinous Plating: The Ultralisk’s armoured plates are just as hard as diamond. Reduce the amount of damage an Ultralisk takes by (1 + Current Wound Penalty). This is applied as post soak for withering damage and raw damage as decisive. This feature does not function in initiative crash.

For the Swarm!: When under the control of a Cerebrate, Overmind, or some other suitably powerful Hivemind, the Zerg fight with a single minded purposed heedless of own personal dangers, granting them perfect morale when in a battle group. If this connection is severed or jammed somehow, the zerg function with the intelligence and guidance of normal animals that are nearly impossible to tame and are liable to run from combat like normal animals. The Ultralisk however is far more likely to go on a rampage and start killing everything that isn’t another Ultralisk.

Frenzied: The Ultralisk’s constant state of anger gives it many benefits The Ultralisk treats any social influence ordering it not attack a target it has been ordered to attack as an unacceptable order. Secondly, wound penalties do not apply the Ultralisk’s attacks. Lastly the Ultralisk ignores any effect that could slow it down, stun, or give it direct orders (Such as Hypnotic Tongue Technique).

Heightened Immune System: The Ultralisk’s immune system has been overspecialized to the point where it is nigh immune to toxins and airborne viruses. It adds +5 automatic successes to any roll resisting either poison or illness.

Incredible Might: The Ultralisk applies double 8s on any feat of strength to lift, carry, or destroy an object.

Legendary Size: The Ultralisk’s immense size makes it extraordinarily difficult for humanscale enemies to engage it in combat. It does not take onslaught penalties from any attack made by a smaller opponent, although magically-inflicted onslaught penalties still apply against it. Withering attacks made by smaller enemies cannot drop the Ultralisk below 1 Initiative unless they have a post-soak damage of 10 dice (although attackers can still gain the full amount of Initiative damage dealt). Decisive attacks made by smaller enemies cannot deal more than (3 + attacker’s Strength) levels of damage to the Ultralisk with a single attack, not counting any levels of damage added by Charms or other magic.

Night Vision: Ultralisks suffer no penalties for seeing in areas with little to no light.

Walling: In order for a player character to move through a Zergling Battlegroup they must not only pay 2i but also make a Dexterity + Athletics roll which the Zerglings contest and add half their size to the attempt. White Reaper users make ignore this.

Zerg Regeneration: All Zerg are capable of healing themselves at the same speed and efficiency as the Exalted. Furthermore at the end of the day the Zerg unit automatically recovers a single bashing or lethal health level (Even if they already recovered one due to natural healing times).

EX-Mode Abilities

Accuracy Up: Increase the Accuracy of the unit’s attacks by +2, counting as a stunt bonus. This does not apply when in a battlegroup.

Burrow Charge: If the Ultralisk is within short range of an opponent it may take an action to attempt a burrow charge. Vibrating its mighty muscles with such power that it becomes capable of breaking apart solid rock and sheet metal as it burrows through the earth towards the target. All targets within close range of the Ultralisk are immediately subjected a Ram attack, one attack roll being compared to everyone and automatically knocking everyone prone if it hits and inflicting 5 unsoakable withering damage. If the Ultralisk manages to use this as an ambush attack, the primary target is subjected to a full power ram attack.

Monarch Blades: By reconfiguring the Kaiser Blades down to a molecular level the Monarch Blades are born, allowing the Ultralisk to swing through multiple opponents with ease. When attacking a target the Ultralisk also applies an attack to any target adjacent to or within close range of the original target comparing one attack roll against all targets. If the attack hits, the Ultralisk does 5 unsoakable withering damage against the additional targets(s) which gives the Ultralisk no additional initiative. Against a battlegroup with a withering attack the Ultralisk adds an amount of post soak automatic successes equal to the number of 10s in the attack roll.

EX-Ultralisks can be one of two types: Noxious or Torrasque. Both add unnecessary power to the Ultralisk in an effort to make players cry. Noxious

By assimilating a rare poisonous compound, the Noxious is constantly emitting a highly toxic and corrosive poison around itself. Anything that now gets near the Ultralisk is in danger of being melted and dying of poison in addition to being cut in half. If players ever needed a reason to want Resistance more than ever, this is it.

Noxious: The Noxious is constantly surrounded by a corrosive poison. Every character within close range of the Noxious are constantly bombarded by this poison, the corrosive material in the air having the traits of 4i/turn trauma 5 (lethal in crash). In addition anyone who breathes in the toxin/takes lethal damage within radius of the poisonous cloud than everyone within range also checks for being poisoned with the same traits as Coral Snake Venom. Anyone who is damaged by the Noxious’s claws also makes an immediate save vs Coral Snake Venom. If a target is inanimate or largely synthetic, than it takes four automatic damage per turn (two if heavily armoured). Objects that require a Strength 5 FoS simply begin to melt away. If a Storyteller wishes to factor in how deadly this is to a battlegroup, simply roll 4 dice per turn and that’s how much magnitude the battlegroup loses per turn from the toxin aura (6 dice if they’re not immune to the poison). All Zerg units are immune to this toxin.

Toxin Cloud: By expelling the built up toxins within it, the Noxious can bombard an area with highly potent toxins. At the beginning of the Noxious’s turn it may elect to turn on its Toxin Cloud, increasing the corrosive power of its toxic aura to 8i/turn trauma 5 (Lethal in crash), the same poison stats, but extends out to short range until the beginning of the Noxious’s next turn. This power can be used once per scene, but may be reset if the Noxious crashes an opponent.

Torrasque

"It got back up! Oh, that ain't right!"

The Torrasque is a far more durable version of the Ultralisk. After absorbing rare high powered subatomic materials it is capable of consuming dead tissue to reconstruct itself. Essentially coming back from the dead entirely. They also regenerate extremely quickly, so one is best to confirm their kills with this thing around.

Resurrection: Upon having its incapacitated health level checked off, whatever remains of the Torrasque body immediately forms into a large cocoon. This cocoon has 20 health levels, 12 soak and hardness, no defenses, takes damage like a normal character [Even in RAW games] and cannot move. It may also be broken by a difficulty 12 feat of strength requiring 7 strength. Either way if this egg remains intact for five turns a brand new Torrasque emerges from the egg, rolling join battle as per normal but all of its -0 and -1 health levels filled with damage. In order to stop the Torrasque from coming back, this cocoon must be destroyed. Other Torrasque’s or Ultralisk’s nearby will do their best to protect the egg until it hatches. If the Torrasque is a combat group, this allows its Commander to Rally for Numbers once per size, representing Torrasque’s coming back to life.

Tissue Assimilation: The Torrasque’s blades allow it to convert useful matter into materials to heal itself. Upon dealing lethal damage to an enemy or depleting the size of an enemy battlegroup, the Torraque rolls the amount of damage it did with its last attack with the Kaiser Blades (maximum 5) and recovers that many lethal or bashing health levels. As a battle group the Torrasque does the same, only it adds +2 to the final result.

Zerg Regeneration +: In addition to its base effects, Torrasques are capable of regenerating lost limbs by recovering the health represented as lost. Torrasques who are injured in any way also recover all bashing or lethal damage at the end of the day, provided they have not fought for the rest of the day. Lastly whenever a Torrasque recovers from initiative crash they automatically heal a bashing or lethal health level.

Antagonist Templates

Templates are things you can add to mundane opponents in order to increase their power by various amounts, but hopefully should apply some quick and easy upgrades to various opponents one could counter in the field.

Alchemical Battle Beast

Alchemical Battle Beasts are some of the strongest machines made by Autochton in order to protect very sensitive areas and positions. Appearing as robotic animals, these creatures are actually loaded with primitive Alchemical charms which still pack a massive punch.

Alchemical Battle Beast’s gain the following characteristics: ● The creature gains the automaton trait ● The creature’s intelligence increases to 3, if it wasn’t already. ● The creature gains an Essence of 3 and a motepool of 30 motes. ● The Battle Beast may form any weapon it desires with Transcendent Multimodal Artifact Matrix, making their attacks artifact quality (usually adding +1 accuracy, +3 damage, and overwhelming damage equal to the trait of the weapon [Small creatures use light weapons, bigger ones such as Wolvers and Great Cats use medium, large ones such as River use heavy]). Usually this is represented as some sort of natural extension of already existing weaponry on the creature, though ranged weapon of cannons can pop out of the eyes, back, or mouth and use the same traits as they do for natural attacks. ● Small or ‘medium’ creatures such as or Great Cats add artifact armour to themselves, light or medium respectively. ● The creature gains five Alchemical charms. They do not need to pay attunement motes for them, but they suffer from the following restrictions: ○ Submodules cannot be installed on any charms. ○ Only charms of Essence 2 or lower may be learned. ○ Effects that dodge/parry/soak incalculable damage sources do not work. The rest of the charm will work as normal, but not the bits about absorbing infinite damage. ● If you do not have Alchemical charms, I already made them for you here.

Alpha Alpha’s are bigger, tougher, larger, and meaner than their mundane counterparts. Strongly possessed by the leader of a group of pack animals, it can also apply to Wyld Infected mutants as well.

Alpha’s gain the following capabilities: ● Gain 1x -1 and 1x -2 HL ● Gains the “Giant” Merit ● Strength, Dexterity, and Stamina increase by 1 each. ● Gain +2 Resolve against effects of fear ● Gain the Command skill at 6 dice. If it already has the Command skill, then increase it by +2. ● Battle Tactics: When in command of a battle group, the Alpha knows one of the two battle plans listed below. During a strategic planning roll, he may enact any one of these plans whenever or not he passes or fails: ○ Maim Kill Burn! - Add +2 raw damage to all attacks for the rest of the scene. Additionally any rallying for numbers rolls has a -2 penalty applied to it. ○ I Understand What You’re Saying, but She’s Crying! - All damage done by the battlegroup is considered bashing or non-lethal, a large majority of the people who are incapacitated are knocked out inside of killed. ○ Hold Fast! - Total Defense actions do not cost any initiative and also increase Resolve by +2 when used. ○ After Them!: All units increase their combat speed by +2. ○ Tough as Nails: The magnitude bonus of the combat group increases by +2 per size. This does not stack with perfect morale. Burning

Creatures with the Burning template are warped by the Southern pole of fire, their dark coal- blackened skin constantly burning with potent energy. In addition to the potent firey aura they constantly emit, Burning creatures who fall in combat are known to actually explode!

Burning template characters gain the following bonuses: ● The character is considered to be constantly on fire as a dangerous hazard. Anyone who strikes the Burning template creature barehanded takes one die of lethal damage, anyone who is within close range of them at the beginning of their turn take one unsoakable die of withering damage (+1 for each additional Burning character or Size for battlegroups), and those who are grappled with the creature (either they are grappling it or being grappled) are treated as being exposed to a bonfire hazard. ○ EX-Mode: Increase unsoakable withering damage to a base of 3 instead of 1. ● The creatures attacks are engulfed in flames, adding +2 damage to all withering attacks while decisive attacks always double 10s. ● All creatures gain the Tough Hide merit at level 3. ● Gain the “Born of Flame” merit from the Garda Bird, but double 9s for any water based attack. ● Upon death the creature explodes with the same traits as a medium strength explosive (heavy explosive if the creature was large). For details on explosives, see the X-COM Heavy entry.

Celestial

Creatures with the Celestial template are regards as divine beings which one seems to naturally lay down their lives in order to protect, even thinking about harming one seems to send most people into a mid-life crisis as they try to wonder if there truly must be no other way.

Scared template characters gain the following bonuses: ● The character is treated as under the Solar charm Majestic Radiant Presence at all times. ● The creature gains one -0, -1, and -2 health levels. In addition they receive the “Thick Hide” merit at 3. Their tanned skin appearing to knock aside any and all attacks. ● The skin of a celestial shall never be cut by any blade, any lethal damage is turned into bashing instead. ● Fire and ‘Sun’ based attacks do three less post soak damage against Celestials, minimum 1. ‘Darkness’ attacks however double 9s on withering rolls and double 10s on decisive attacks. ● Celestials gain the Exalted Healing merit. ● All attributes increase by 1 and appearance by 2, as if the character is the paragon of humanity. This can bring stats above five. ● The character gains the social influence skill at 6 dice. If they already have the skill (or any other social influence skill), they increase by +2 dice. ● When using minor intimacies to resist in a decision point, two of them must be used rather than just one. ● An Essence score of 3, 30 motes, and possibly access to unique spirit based charms.

Chimera Chimera’s are a mixed fusion of monsters often combining the best traits of all of them. Chimera descriptions are completely up to the game master. Multiple heads wouldn’t be out of the question, but if you don’t want to use those then that’s fine too.

To create a Chimera simply take up to five animals and combine them together, which they have the following traits below: ● A height equal to the height of the tallest animal multiplied by two. If this would put them at the size of a Tyrant Lizard, then they gain Legendary Size. ● The highest Strength, Dexterity, and Stamina amongst any single one of them. ● The highest armour value of any single one animal. ● The natural weapons of the animal combine into one, taking the highest accuracy value of any one attack all animals possess and combine it with the highest damage attack any one animal possesses. ● A number of health levels equal to the highest amount any one animal has along with an extra 2x -1 and 2x -2 health levels. ● A number of initiative tracks equal to the combined fused animals. Meaning a Wolf-River Dragon hybrid would have two initiative tracks, while a Wolf-Great Cat-River Dragon hybrid would have 3. If an initiative track is crashed, than no attacks can be made with that track nor can any initiative damage be accepted by that track until the initiative crash ends. This continues to at least one initiative track is left, which in this case it functions normally until the other tracks recover. Damage between the tracks cannot be spread out, it must be all or nothing. ● With a difficulty 4 INT+LORE roll (Difficulty 3 if they have a speciality on animals) then a character knows that it's possible to shut down some initiative tracks earlier than natural death, usually as some form of crippling or cutting off one of many heads. After crashing one of the initiative tracks, characters may attempt to perform a gambit with a difficulty of (1+tracks remaining). If successful the initiative track is closed off. This may repeat until only two initiative tracks are left, which in that case the creature needs to be dealt with normally.

Infernal Given powers by the demon lords themselves, such individuals are often blessed or gifted with large degrees of power, or at least large enough that the Yozi’s still let them have any remaining free will remaining. These individuals are able to slip through courts and other social arenas, bedazzling people with captivating beauty and rending apart anyone who attempts to physically cross them.

Infernal template characters gain the following bonuses: ● Add an additional -0, -1, and -2 health level. ● Add +2 Strength and +2 Intelligence to the character. This can bring them above human maximums. ● Add +1 Resolve and +1 Guile ● The character’s voice seems naturally beguiling to characters. Add three dice to any social influence action. ● The characters become sorcerers, if they weren’t already. ● In normal form the Appearance score of the target increases by +1 (or to 3 if their appearance was 1 or hideous before). ● Infernal characters may activate Devil Trigger mode, gaining one or more demonic traits for the duration of the Trigger, turning their appearance hideous, an active essence pool, and possibly demonic charms from a first circle demon.

Shadow Shadow creatures are minions from the powerful Raksha Lord known as the Lord of Darkness. Sending Shadow Creatures out in the world as a precursor to a full fledged invasion in order to generate more fear before a proper invasion force. Shadow Creatures are incredibly difficult, if not straight up impossible for mundane forces to beat, even unprepared supernatural forces can be caught off guard. Exalted however always have the tools to beat them.

Only animals may possess the shadow template, the only humanoids who do are the Raksha who serve the Lord of Shadows himself.

● All Shadow creatures appear to be a pitch black copy of the creature it's supposed to replicate with pure white eyes or markings for eyes. ● Shadow Creatures can see perfectly even in pitch black conditions. ● All Shadow Creatures gain a stealth pool of 6 dice (if it already has this, increase the rating by +2). Additionally they do not suffer the -3 stealth penalty for moving while in darkness. ● The Shadow Creature’s body is amorphous, capable of laying itself flat as a pancake on a floor or squeezing through a keyhole. They are not true shapeshifters however, and will always assume the form they are supposed to be (EX: A Shadow Great Cat will never turn into a Shadow Wolf) ● Any attack that is incapable of striking immaterial targets simply pass right through Shadow creatures. This includes magical attacks. Any source of strong light however renders them solid enough to be hit with any attack, and shadow beasts will tend to instinctively destroy any light source strong enough to make them solid or avoid it. Anima banners of the Exalted always count as a form of light regardless of what exalt they come from, to at least out to short distance. ● Daylight for shadow creatures is treated as if being inside of a lava bath.

Skeletons HOLY SHIT! RUN FOR THE HILLS!

The Skeleton template adds the following bonuses: ● The creature counts as undead, if they weren’t already. ● Add an additional -2 health level ● The creature takes 3 less damage post soak from bladed weapons. Arrows do five less post soak damage, to a minimum of 1 [Arrows can do normal damage if an aim action is made to shoot at the head, and attacking at medium means two aim actions are needed]. Smashing or blunt weapons however do an additional +3 damage post soak. ○ EX-Mode: Bladed or sharp weapons do half damage instead. ● Upon becoming incapacitated, the unit may make one last withering attack before becoming incapacitated without wound penalties.

Wood

Creatures with the Wood template are filled with the vitality of life itself, able to heal most wounds within a matter of seconds while multiplying like weeds.

● So long as they are not incapacitated, then each time creatures begin their turn they immediately turn three lethal levels of damage into bashing. If no lethal levels remain, than bashing levels of damage are recovered instead. There are situations which where the character cannot heal damage however: ○ If the character is in an area where no vegetation exists, then they cannot regenerate. In a sandy desert no, in an oasis yes. ○ If the character does not have their feet rest on the ground, then the regeneration will not function. ○ Any damage that comes from fire or ‘undead’ energies cannot be regenerated. ■ EX-Mode: Heal 3 levels of lethal or bashing damage per turn. ● Bark skin grants the character Thick Hide 2 mutation. ● The character becomes immune to any ‘natural’ toxin. Supernatural poisons or toxins add three automatic successes to resist, which unless they’re based in the Underworld. ● Gain the Garda Bird Template “Born of Flame”, except instead of fire they resist wood based hazards and attacks, including attacks made from wooden weapons (like most arrows [unless they’re on fire]) ● Any Fire or attack with ‘deathly’ energy (Such as soulsteel weapons) do double 9s on all damage rolls. APPENDIX

You know, like that thing that you remove from your body, only this ones don’t nearly hurt as much if you put them into your game!

Charms

So when I buff enemies can give new types of enemies, it only makes sense I give new charms to use these mechanics right?

Well if we’re going to have brand new enemy types, we should have new charm mechanics that go along with them right?

ARCHERY

NOVA SHELL ORDINANCE Cost: 2m; Mins: Archery 2 Essence 1; Type: Supplemental Keywords: Withering-Only Duration: Instant Prerequisite charms: Wise Arrow

The Solar’s bullet flies fast and true, the armour of his enemies incapable of standing against his wrath. This charms adds +2 to the raw damage of a withering attack and allows the Solar to treat his weapon as if it had the piercing tag if it didn’t already. If a weapon already has the piercing tag than the wielder need not sacrifice a point of defense or initiative to use it.

SEARING RADIANCE FIRE TONGUE Cost: 5m; Mins: Archery 3 Essence 2; Type: Supplemental Keywords: Withering-Only Duration: Instant Prerequisite charms: Nova Shell Ordinance

The solars righteous wrath fills the shaft of his arrow, heart of his bullet, or the energy of his blaster bolt, unleashing it as it sails towards the opponent glowing a bright cherry red. This charm may only be invoked after aiming at a target. The Solar adds an additional (Perception or 3, whichever is higher) damage post soak to the target based on the threshold successes (So if you had two threshold successes, you’d add two raw damage and two post soak damage with this charm).

If the Solar knows Fiery Arrow Technique, than this charm may be repurchased to have an additional effect against creatures of darkness. The Solar may pay 1m per threshold success in order to turn those dice into automatic successes. At Essence +5 this applies to people who are anathema to the solar or his beliefs.

At Essence +3, this charm may be used without needing to aim.

HEAVEN’S EYE MARKSMANSHIP Cost: 3m; Mins: Archery 2 Essence 1; Type: Supplemental Keywords: Withering-Only Duration: Instant Prerequisite charms: Wise Arrow

The Solar Gunslinger’s eye is flawless as it judges its mark in the distance, zeroing in the distance before making an expert shot. When making an aim action, the Solar may pay 3m to add the the amount of aim dice she gained to the raw damage of the attack. At Essence +2 the Solar may use this charm at medium or long range, allowing her to add the damage bonus post soak instead.

SNAP SHOT FOCUS Cost: 2m; Mins: Archery 4 Essence 1; Type: Reflexive Keywords: None Duration: Instant Prerequisite charms: Heaven’s Eye Marksmanship

Dead-end shoot!

The solars eyes are ever watchful and attentive, for when her bowstring is let loose on one target she already has the second in her sights. This charm may be activated after a Solar makes an Archery attack that incapacitates one or more targets that she had an aiming action on prior. The Solar may reflexively take an aiming action against any new target of her choosing.

SHOOTING GALLERY RAMPAGE Cost: -; Mins: Archery 5 Essence 2; Type: Permanent Keywords: None Duration: Permanent Prerequisite charms: Heaven’s Eye Marksmanship

Set ‘em up, knock ‘em down.

With her experienced hands, the Solar gunslinger mows down elites just like tin cans. Every time the Solar incapacitates an opponent she gains a influx of (3 or Essence, whichever is greater) which must be spent on Archery charms before the end of her next turn before they vanish. At Essence +3, the Solar may gain an additional +3 motes on top of what she normally gains, gaining an additional mote for every additional opponent incapacitated during her round.

This encourages the playstyle of Archery Nova attacks, after dispatching an opponent or a large group of them, you gain additional motes to spend on archery charms of your choosing. The gain is potentially rare, but has a big enough drawback so it can’t be done constantly (I figure).

SUNDOG GUNSLINGER STANCE Cost: 5m 1WP; Mins: Archery 4 Essence 2; Type: Simple Keywords: None Duration: One Scene Prerequisite charms: Heaven’s Eye Marksmanship, Trance of Unhesitating Speed

The Solar’s wits and hands are just as quick as his aim, capable of bringing down lesser foes with incredible ease as the Solar remains focused on more worthy targets. Upon activating this charm the solar is allowed to reflexively attack one insignificant/normal opponent per turn. These free attacks however may only reward the Solar up to his (Essence) in initiative from withering attacks and halves the normal amount he’d gain from the initiative break bonus of beating an opponent. Additionally, he suffers no offhand penalties for dual wielding any weapons and may also wield a melee weapon in one hand and ranged weapon in the other without suffering penalties on either of them.

STEEL SUNBEAM RADIANCE Cost: 7m 1WP; Mins: Archery 5 Essence 2; Type: Simple Keywords: Withering-Only Duration: Instant Prerequisite charms: Sundog Gunslinger Stance

“Let’s fly.”

The Solar comes a whirlwind of bullets coming out from every which direction, all while he remains the calm in the center of the storm (Or goes “WOOHOO! LET’S ROCK BABY!”). Upon activating this charm the Solar may make Dexterity + 1 separate withering attacks against Strong or Insignificant opponents within medium range of her without needing an aim action. Each attack has its damaged increased by 1 for each 10 that appears in the attack roll. The solar may only gain up to (Her essence) in initiative from each enemy, but still gains any damage from the initiative break bonus for beating an enemy. This charm may only be used once per fight, but may be reset by making a decisive attack and building initiative back up to +15.

Against Special opponent's this attack has a less greater effect. The damage against a Special character is the Solar’s (Perception) which is unsoakable, but increases by 1 for each 10 in the attack roll. The Solar does not gain the initiative lost by the enemy.

KILLING FLOOR STANCE Cost: 7m 1WP; Mins: Archery 5 Essence 3; Type: Simple Keywords: Decisive-Only Duration: One Turn Prerequisite charms: Accuracy Without Distance, Arrow Storm Technique

Killzone confirmed!

Taking a deep breath, the Solar Archery pulls back the string on her bow and prepares it to be unleashed in an instant. The solar sets up a ‘killzone’, which is roughly a 90 degree arc in front of him going out to medium range. Until the Solar’s next turn, anyone in this zone who does any action other than make a stealth roll (including remain idle) are immediately subjected to a decisive attack from the Solar which is resolved before any action the opponent attempts to make. The damage for this attack is equal to half of her base initiative plus her Perception score. The Solars initiative does not reset back to normal until the beginning of her next turn and only if she’s made at least one successful attack. Those who remain idle behind any amount of cover are safe from the Lawgivers wrath, but attempting to do any action will automatically trigger the attack.

At Essence +4, the zone is extended to long range.

BRAWL ● Hammer on Iron Technique (AKA: Hokuto Hundred Crack Fist) is able to switch to a new Strong target if it was used on a normal target originally. ● Rampage-Berserker Attack never counts normal opponents as powerful or impressive.

WRATH OF THE TWINS Cost: -; Mins: Melee 4 Essence 1; Type: Permanent Keywords: Uniform Duration: Instant Prerequisite charms: Thunderclap Rush Attack

Having no time for lesser foes, the Lawgivers fists lash out at lesser foes with the speed and power from those of terrible legends. Once per round the Solar is able to make a reflexive attack against any Strong opponent within close range, up to a maximum number of times equal to the Solar’s (Essence or Strength, whichever is higher) +1. These free attacks however may only reward the Solar up to his (Essence) in initiative from withering attacks and halves the normal amount he’d gain from the initiative break bonus of beating an opponent.

At Essence +2, incapacitating a Strong type opponent rewards one reflexive attack back. At Essence +3, whenever the Solar depletes a Battle Group in size or manages to KO or crash a Special opponent, the Solar regains two reflexive attacks.

MELEE

● One Weapon Two Blows triggers on Strong opponents if the Solar manages to raise his initiative higher than the Strong character’s with the attack. ● Heaven Sword Flash counts Strong opponents as “Minor” ones. ● Solar Counterattack may now make withering counterattacks against special opponents, but the Solar only gain a maximum of (Essence) additional initiative from these extra attacks and does not get any bonus (Crash or otherwise) for defeating an opponent. ● Ready in Eight Directions makes decisive attacks as normal and will only only lower the Exalt’s initiative by an amount equal to the damage dealt on his next turn. If this would be enough to send him lower than what his initiative resets at, then he uses that reset amount. ● I really want to see if I can do a Link sword twirl, maybe later.

RIGHTEOUS CLEAVE Cost: 3m; Mins: Melee 2 Essence 1; Type: Reflexive Keywords: Uniform Duration: Instant Prerequisite charms: Excellent Strike

10 or 10000, all will be cleaved in twain before the Lawgiver’s blade. Whenever the Solars manages to knock out an opponent or reduce a battle group in size, the Solar may activate this charm to immediately make another attack against either a different opponent or the same battlegroup. The Solar may only use this charm once per turn.

At Essence 2 the Solar may use this charm as many times as she wants to long as she meets the condition to activate it, but only gains (Essence) initiative from a successful withering attack against a Strong opponent. At Essence 3 the Solar may repurchase this charm so that any activation after the first costs 0m.

As a point of clarification, slaying someone in the middle of a multiple action charm (Such as the third out of fifth attack on Iron Whirlwind) means the solar must wait until that charm’s resolution before activating Righteous Cleave THROWN

● Mist Gathering Practice may be used on withering attack rolls against normal opponents, adding (Essence x2) additional damage post soak after aiming. ● Cascade of Cutting Terror counts normal opponents as insignificant opponents, which means holy shit can it ever mow down the wheat!

CULLING THE HERD Cost: -; Mins: Thrown 5 Essence 2; Type: Reflexive Keywords: Withering-Only Duration: Three actions Prerequisite charms: Swarm-Culling Instinct

F0ll0wthr0ugh

The knowledge that the Solar as defeated reinvigorates him, granting him resurgence in power. Upon incapacitating a Strong or Special opponent the Solars withering attack rolls gain (Essence or 3, whichever is higher) additional raw damage and doubles all 9s on their damage roll. If the attack is a surprise attack or an ambush, and these damage die are added post soak. This rush of adrenaline lasts for only three turns after defeating an opponent, and while the duration can be reset it cannot stack (So beating three opponents in one turn does not give you 9 actions with this charm, only three).

Thrown is one of those abilities that rewards alpha striking really well, so I figure why not reward that playstyle with a nice buff.

PROPELLING FORCE Cost: 2m; Mins: Thrown 3 Essence 2; Type: Supplemental Keywords: Withering-Only Duration: Instant Prerequisite charms: Precision of the Striking Raptor

With a small application of Essence, the Solar is able to throw his weapon with far more force than a mortal could ever hope to achieve. This charm increases the raw damage of a Thrown attack in proportion to the distance from the target. A +4 dice damage bonus at close range, +3 at short, etc...

At Essence 3+, than the damage added is done post-soak instead if the target is in initiative crash.

Thrown needs some sort of Withering damage boost. I stole it from an MA somewhat but it seems fine. Sorcery

Air Dragon’s Claw Cost: 5sm 1WP Keywords: None Duration: Until dismissed

The Sorcerer transmutes his hands into a roiling thundercloud of a claw, electricity crackling up and down his arm. Slashing with these claws uses the traits of a light artifact weapon with the same traits as an unarmed attack, save that its damage tag is lethal rather than bashing. They do not count as unarmed attacks for the purpose of martial arts, and also render the sorcerer’s hands incapable of fine manipulation such as writing, wielding a weapon, or turning a doorknob. Instead of being able to reconfigure their hands, this weapon comes with the Smashing (Air Blasts) and Piercing (Only against mundane metallic armour) tags.

In addition, characters with an Essence pool gain access to the following powers when this spell is active.

● Static Discharge (1m, Simple, Uniform, the wielder becomes able to hurl bolts of lightning using his Air Dragon Claws. These attacks have the same traits as a light artifact thrown weapon, are aimed using [Dexterity or Intelligence + Occult] and have a range of short [Or medium if attacking during a large thunderstorm] and ignore up to [Essence] points of armour from mundane metallic armour. An Exalt ignores a higher of [Essence or 3]) ● Lightning Bolt: (0m, simple, Decisive-Only, gathering all of the energy the wielder has inside of their spell, they lash out with a spectacular display of power as a thunderbolt rips loose from the caster's fingers or from the heavens to electrocute their foe. This spell allows the user to make a decisive attack that is aimed with [Intelligence + Occult] with [Higher of Occult or Intelligence] additional damage. If the user successfully hits the target, than each target within close range of the one struck is immediately subject to an unsoakable withering attack that deals [Intelligence] damage, with the same roll on the decisive attack being compared to all targets within range, after which Air Dragon’s Claw is terminated. The sorcerer gains no initiative from the secondary attacks) ● Static Shock (3m, Supplemental, Instant, Uniform, whenever the user makes a successful attack that does either more damage than the target’s stamina in withering damage or any amount of decisive damage, than that target will act [Sorcerer’s Essence] ticks later as electricity forces his body to convulse)

A sorcerer who knows Air Dragon’s Claws as her control spell may create and master Evocations for the claws, which can only be used while this spell is active.

Distortion (Goal Number: 12): Distorting the Air Dragon’s Claws causes the storm inside of them to rage violently out of control, causing him to constantly convulse while being shocked continuously. During this time the sorcerer can take no other actions other than wetting himself, and to recover from the constant electricity raging through their body they need to succeed on an extended (Stamina + Resistance) roll (difficulty: 2; interval: one round; goal number: 10).

Bonespike Graveyard Cost: 15sm 1WP Keywords: Decisive-Only, Perilous Duration: Instant

Write in later: ● Massive spike field in 90 degree arc as jagged bones erupt from the ground ● Same damage as Obsidian Butterflies, only adds damage to purely mortal targets as well ● Terrain left behind counts as difficult terrain, needing two move brands to move through. They’re even solid to dematerialized targets. ● Knockback into this is considered lethal damage

IDEAS

Behold the area of lost hope! As you noticed I intended to have far more, but alas. Maybe in the future.

● Animals ○ DEATHCLAWS ○ Owlbear, as ‘requested’ by Realmfighter ○ Hearth Cat, as shown in Realm Book ○ ● Automatons ○ Arete Unit ○ Bartoll ● Exalts ○ Abyssals ■ GHOST RIDER ○ Alchemicals ■ Ryker from your game ■ All of the party characters ■ ○ Solars ■ Give a few out, why not ○ Infernals ■ LORD DIO ● Gods ○ Celestial - Makes sense, they’re common as hell and they’re cool ● Humans ○ EX-MODE: All mortals gain +2 dice on all rolls as assumed part of a stunt bonus. ○ Hags - Women who bartered with the Ocean Mothers for power. Unbelievable ugly, fly on broomsticks, and shoot down bolts of lightning from their hands + know sorcery. ○ Martial Artists - Humans who have tapped into their inner essence by their own strength of willpower and are able to use martial arts. The ones who do this are incredibly rare indeed. ○ X-COM Soldiers ■ Why not ■ As they increase in rank their health also increases ● Animals ○ “Rippers” - Swarms of carnivorous flying reptiles that number in hundreds. Individually very weak (Non-threat), but deadly in numbers. Located in the forest of Halta mainly. Work suggestion is that a few in a nest scout, summon the others, then feeding frenzy a town? ○ “Super Piranha's” - A wyld mutated prana that likes to eat meat, wood, meat, metal, meat, ships, meat, exalts, and finally meat. Hyper aggressive and known to be a big problem in the West, as the fish literally devour anything that is not them. ● Demons ○ Berserk Blood Ape - A blood ape that is constantly in a state of rage. More powerful than a normal Blood Ape and is able to whip up other blood apes in a frenzy. Those who summon them often have five seconds to issue a command before it runs off (Given their single minded tendency/nature, asking them to kill something is generally the only real order you can give. Protection works but hope nothing can be damaged in the area) ○ Doom ■ Imps - Brown skinned demons that attack by using pouncing, claws, can climb walls. Females have hair. EX-Mode is where their skin becomes darker, becoming a bit faster and their fireballs home in a bit, allowing additional accuracy and further ranged sniping. ■ Pinkys - Big Bite attack, can also charge ● DT: Gets an armoured mode ● EX: Nightmare Pinky ○ Glutton - From Dante’s Inferno. Eats fucking everything, also makes good soil. ○ Octobrain - The Octobrains from Duke Nukem. Psi-blasts to try and disable enemies before using melee attacks to kill them. ■ Psi-Blasts ignore armour outright? ○ Prinnies - Yup ○ Warlord - From Shadow Warrior, a large Ox-Headed demon that specializes in leading troops. Attempting to make a battle group out of them results in poor drill as all of them think they can be the better leader. Abilities include ranged melee attacks, tether for battle control, enraging minions to go beserk and become stronger ○ EX MODE: Devil Trigger for demons ● Mortals ○ Ifrit Bodyguard - An elite champion of the Ifrit warriors, capable of using Fire Dragon’s claw to incinerate the opponent. Artifact tag on burning name. ● Elementals ○ Yuki-Onna: Snow woman, attempts to bring men in from the snow, yadda yadda. In battle they fight using Ice armour and claws. ○ Lava Elemental - From Serious Sam. Speciality against highly mobile targets, if attacking a target that has moved since last turn, add bonus to hit+damage ● IT CAME FROM THE WYLD ○ Shadow Creatures - From your Modern game ○ GIANT INSECTS! ○ The Dire Goose - Just paste it in ○ Hounds of Autochton (They’re in Southern compass) ○ Xenomorphs ■ Use the MKX variants. ○ Zerg ■ Zerglings ● Special ability that increases magnitude in unit, due to the sheer number of them. ● Pack Tactics work in mass combat by having +1 automatic success for each addition zerg related unit attacking the target ● Undead ○ Archvile - From Doom 2 ○ Dullahan - The Dullahan from Golden Sun ■ Djinn Storm - Name and all. AoE attack which hits all opponents within close range from each other, but also deactivates any non-permanent charms they have active. Characters must spend time to reactivate abilities and thankfully they cost no motes or willpower to do so. ○ Night Mare - Undead horse with Pyre Flames, why not. ○ Serious Sam ■ Kleer - Kleer from Serious Sam. Pouncing attacks and ball and chain throwing ■ Suicide Bomber - AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA ○ Lost Souls - From Doom ○ Killing Floor enemies? Fleshpound/Scrake ● Misc ○ Suicide bomber type enemies? ● Templates ○ Additional Templates one can apply to enemies ■ Battle Beasts - Weapons increase to artifact quality up to a cap, gain basic Alchemical charms ■ Gargantuan - Increase STR/STA, more movement speed, legendary size ■ Shadow Beasts - From your game, cannot be hit unless bathed in light.

Template

Difficulty: Describe how hard the creature is here.

Suggested Type: Insignificant / Strong / Special

Essence: X Willpower: X Join Battle: X dice

Personal Motes:

Health Levels: -0/-1x2/-2x2/-4/Incap.

Sample Intimacies: ● Defining: ● Major: ● Minor:

Speed Bonus:

Actions:

Appearance X, Resolve X, Guile X

Combat:

(Insert attack types/damages here)

Combat Movement:

Evasion: Parry:

Soak/Hardness:

Special Attacks

Merits

Charms

EX-Mode Abilities