Alice's Wonderland
Deep in one of the forests is a collection of large paintings. If one were to get too close, they would find a voice that barely speaks above a whisper calling out to them. When too close to the paintings, tendril-vines sprout out and take the gazer inside of it. Into the Wonderland that Alice crafted herself. While it likes vibrant and cute on the outside, it is not the paradise one would want. In fact, one would say it is worse than life on the outside.
There exists a small group that live inside the Wonderland, enjoying the bipolar world. They are called "Happy Folk", for they are always happy no matter what. Perhaps they are numbed to all other emotions or maybe they just enjoy the sadistic nature of their land. They all dress as a jester to some degree.
Pawn
Category Warrior; Level 1
Initiative 75/80; LP 95; AT Leather; Attack 70; Block 70; Weapons Lance; Damage 45
AGI: 6 DEX: 6 CON: 5 STR: 6 PER: 6 INT: 5 WP: 5 POW: 5
Abilities: Jump 30, Notice 35, Search 25, Feats of Strength 40, Composure 20, Intimidate 20, Withstand Pain 20.
Special: Soldier Weapon Module, Acute Senses (+1 to Perc checks, +30 to Notice and Search), Quick Reflexes 2 (+45 Init)
Resistance: PhR 30, DR 30, VR 30, MR 30, PsR 30.
Bunnygirls that wear rather revealing clothing along with leather plates to act as armor. They all look the same, except for a unique few, that either have white hair and clothing or black hair and clothing. Their hair is long, rabbit ears, too, along with a rather cute and short appearance. They wear helmets that match their designation, so a bulbous-like leather cap for these ones.
Bishop
Category Wizard; Level 3
Initiative 65; LP 85; AT Leather; Magic Projection: 100
AGI: 6 DEX: 6 CON: 5 STR: 5 PER: 6 INT: 10 WP: 5 POW: 10
Abilities: Notice 25, Search 20, Science 35, History 45, Medicine 35, Memorize 50, Occult 60, Magic Appraisal 80.
Special: Acute Senses (+1 to Perc checks, +30 to Notice and Search), The Gift
MA: 50 Zeon: 685 Level on Path: 40 (Destruction)
Resistance: PhR 40, DR 40, VR 40, MR 65, PsR 45.
Rook
Level: 3 | Category: Monster
LP: 220 | Class: Weaponmaster
Str: 11 Dex: 5 Agi: 5 Con: 12 Pow: 5 Int: 4 WP: 8 Per: 5
PhR 600, DR 60, VR 60, MR 40, PSR 40
Initiative: 25 Natural, 45 Claws
Attack Ability: 115 with Claws
Defense Ability: 105 Block
Damage: 80 Claws (Cut)
AT: Physical 3, Magical 1
Abilities: Superhuman Physical Abilities, Physical Exemption, Area Attack Combat Module
Powers: The Might Rook (Natural Weapons, Impact, Physical Armor 3, Mystical Armor 1, Movement Value +3), Advancing Rook (Natural Charger)
The Mighty Rook: Being based on a chess piece that can move as much as it wants in a cardinal direction, it has been constructed to be a terrifying creature of sharp claws that can easily break bones, quick feet, and a body made of materials that resists blades and some minor magics.
Advancing Rook: The Rook only needs to move half its movement to charge, which it doubles its strength bonus and adds a +20 to its attack ability when doing so. No attack, except for a critical injury of +50, will stop its charge!
Size: 23 Big | Regeneration: 0 | Movement Value: 8 | Fatigue: 12
Secondary Abilities: Notice 20, Search 20, Intimidate 40, Feats of Strength 95
Large constructs that look more like giant dolls instead of some sort of golem. They have stitched eyes and mouths along with long bunny-like ears. Yet, their claws are far from anything like a rabbit's, being large, pink, and deadly.
Knight
Category Warrior; Level 4
Initiative 105/100; LP170; AT Half Plate; Attack 125; Block 125; Weapons Longsword; Damage 60
AGI: 7 DEX: 8 CON: 8 STR: 8 PER: 7 INT: 6 WP: 6 POW: 5
Abilities: Notice 50, Search 50, Feats of Strength 60, Composure 30, Intimidate 30, Withstand Pain 30.
Special: Soldier Weapon Module, Acute Senses (+1 to Perc checks, +30 to Notice and Search), Quick Reflexes 2 (+45 Init)
Resistance: PhR 55, DR 55, VR 55, MR 45, PsR 50.
Beastmen
Barbaric hybrids of man and beast. They take, kill, and rape to their heart's content. Their idea of civilizations is shoddy buildings constructed out of stolen lumber and tools. Or, their preference, killing inhabitants of towns and living inside their buildings. While they were once fought off quite easily by townguards and knights, the end of times has come and strengthened their resolve. What keeps them in check aside from bands of heroes slaughtering small tribes of them is how they squabble among themselves and against other forces of evil.
Common races of beastmen include:
Boarmen - Stout, hairy creatures made of rage. Most wear light armor, but carry two large cleavers.
Bullmen - Also called Minotaurs in some parts of the Sol Empire, they are easily the size of two men and as strong as a dozen.
Catmen - Commonly the brains of any Beastmen assault, planning ambushes and finding weaknesses in defenses. Quite agile compared to the rest of the beastmen.
Wolfmen - Ferocious wolf-like creatures with long arms and large claws.
Boarman
Level: 2 | Category: Monster
LP: 160 | Class: Weaponmaster
Str: 9 Dex: 6 Agi: 4 Con: 9 Pow: 5 Int: 4 WP: 8 Per: 5
PhR 45, DR 45, VR 45, MR 35, PSR 45
Initiative: 25 Natural, 25 Cleavers
Attack Ability: 75 with Cleavers
Defense Ability: 65 Block
Damage: 55 Cleavers (Cut)
AT: Cut 1, Thrust 2, Heat 1, Elec 2, Cold 1
Abilities: Acute Sense (Smell), Ambidextrous, Fatigue Resistance (2) (60)
Powers: Rage of the Boar
Rage of the Boar: Once a Boarman drops to 20% of their LP, they enter a blind rage, jumping all about and smashing everything with their cleavers. They make an Area Attack with only a -25 penalty and add 20 to their damage.
Size: 18 Medium | Regeneration: 2 | Movement Value: 4 | Fatigue: 13
Secondary Abilities: Athleticism 35 , Climb 5, Jump 15, Intimidate 30, Notice 20, Track 30, Composure 50, Withstand Pain 60, Feats of Strength 50
Minotaur
Level: 3 | Category: Monster
LP: 745 Damage Resistance (100 DP) | Class: Warrior
Str: 12 Dex: 5 Agi: 5 Con: 12 Pow: 5 Int: 4 WP: 6 Per: 5
PhR 55, DR 55, VR 55, MR 35, PSR 45
Initiative: 45 Natural, 30 with Ax
Attack Ability: 110 with Ax, 110 with Horns
Defense Ability: 0
Damage: 90 Ax (Cut), 60 Horns (Thrust)
AT: 3, 0 vs Energy
Abilities: Supernatural Physical Characteristics, Natural Armor 3, Natural Weapons (Horns), Increased Reaction 2 (90), Movement Value +2
Power: Unstoppable Charge
Unstoppable Charge: If a Minotaur declares a charge against a creature more than 50 feet away, it can continue the attack even if it is put on the defensive or takes damage; it simply continues on like an unstoppable mass. Only a hit that causes a Critical (regardless of whether or not it has an additional effect) will stop its attack.
Size: 24 Big | Regeneration: 3 | Movement Value: 7 | Fatigue: 12
Secondary Abilities: Athleticism 20, Notice 35, Feats of Strength 105, Composure 15, Withstand Pain 90
Wolfman
Level: 3 | Category: Monster
LP: 171 | Class: Warrior
Str: 8 Dex: 6 Agi: 6 Con: 8 Pow: 5 Int: 4 WP: 8 Per: 6
PhR 50, DR 50, VR 50, MR 40, PSR 50
Initiative: 30 Natural, 30 Cleavers
Attack Ability: 105 with Cleavers
Defense Ability: 95 Block
Damage: 60 Claws (Cut)
AT: Cut 2, Thrust 2, Impact 1, Heat 1, Cold 1
Abilities: Acute Sense (Smell, Hearing),
Powers: Natural Weapons (+20 Damage), Rip 'n Tear (Up to 80 ft, 60 base damage, 10 foot radius = 40 + 50 = 90)
Rip 'n Tear: The wolfman leaps into the air, as far as 80 ft., to assault its target. Its claws tear apart everything in front of him, forcing anyone within a 5-foot radius to defend against the attack. It can also maintain the attack for another turn.
Size: 16 Medium | Regeneration: 2 | Movement Value: 6 | Fatigue: 8
Secondary Abilities: Climb 20, Jump 30, Notice 25, Track 55, Withstand Pain 30, Feats of Strength 55
Direwolf
Level: 1 | Category: Monster
LP: 120 | Class: Freelance
Str: 8 Dex: 5 Agi: 4 Con: 8 Pow: 5 Int: 4 WP: 5 Per: 10
PhR 40, DR 40, VR 40, MR 30, PSR 30
Initiative: 60 Natural
Attack Ability: 60 Fangs & Claws
Defense Ability: 50 Dodge
Damage: 50 Fangs & Claws (Impact)
AT: 0
Abilities: Natural Weapons: Fangs & Claws (Thrust), Acute Sense (Smell)
Size: Medium | Regeneration: 2 | Movement Value: 4 | Fatigue: 13
Secondary Abilities: Stealth 50, Notice 70, Search 35, Hide 50, Track 50, Jump 20, Intimidate 20, Climb 20, Swim 20.
Undead Legion
The damned forces of the undeath. Bodies that were once dead that now walk the earth, terrorizing and killing all they see. No one knows what the father of death, Gravelord Nero, wants or why he is trying so hard to rid the world of the living.
It's believed that Gravelord Nero, along with his Mortemlords, summon the souls of dead witches and cultists and place them in the bodies of Wights. Wights act like the lower-officers in an army, giving out orders to their platoon of skeletons and zombies all in the name of their Gravelord.
Wight
Level: 2 |
Category: Between Worlds
LP: 70 |
Zeon: 395 |
Class: Wizard
Str: 5
Dex: 6
Agi: 5
Con: 5
Pow: 8
Int: 8
WP: 6
Per: 5
PhR 35, DR 35, VR 35, MR 45, PSR 40
Initiative: 30 Natural, 40 Staff
Attack Ability: 30 Staff
Defense Ability:40 Dodge
Damage: 30 Staff (Impact)
AT:
MA: 30
Magic Projection: 70 Natural, 80 Skull Staff (Death & Necromancy)
Path: Necromancy 40
Abilities: Physical Exemption (50), Natural Knowledge of a Path 40 (Necromancy) (20)
Powers: Skull Staff
Size: 10 Medium |
Regeneration: 2 |
Movement Value: 5 |
Fatigue: 5
Secondary Abilities: Notice 20, History 10, Magic Appraisal 60, Occult 50, Tactics 20
Skull Staff: A staff made of black back that twists into a bleached skull on the top of it, a gift from the Gravelord to all of its spellcaster. It adds +10 to Projection when using Dark or Necromancy spells.
Bone Giant
Level: 4 |
Category: Undead
LP: 2100 (140) |
Class: Warrior
Str: 12
Dex: 5
Agi: 5
Con: 20
Pow: 3
Int: 3
WP: 4
Per: 5
PhR 90, DR 90, VR 90, MR 40, PSR 40
Initiative: -10 Natural & Bone Blade, 10 Fists
Attack Ability: 110 with Bone Blade
Defense Ability: --
Damage: 40 Fists (Impact), 100 Bone Blade (Cut)
AT: Natural Cut 1 Impact 0 Thrust 4 Heat 0 Electricity 2 Cold 2 Energy 0
Natural Abilities: Area Attack Module
Abilities: Physical Exemption, Without Emotions (Psychological Immunity), Immune to Pain, Regeneration 0, Damage Resistance, Inhumanity, Divine Physical Characteristics
Powers: Vision of the Dead (Extrasensorial Vision), Body of Bones (Physical Armor 4, Conditional)
Size: 32 Giant |
Regeneration: 0 |
Movement Value: 7 |
Fatigue: Tireless
Secondary Abilities: Climb 20, Notice 30, Intimidate 50, Search 20, Feats of Strength 140
Star Thing's
The god-ball that landed far in the north has been slowly corrupting people and animals. It is even, as some whisper, creating its own monsters. There are too few reports and too many of those from madmen to accurately describe its forces. Yet, there is one thing its creatures tend to have in common.
They are demons. While demons were mostly metaphorical, the Star Thing has apparently been reading people's minds, extracting their fears and wants and then crafting creatures out of that. Some are black, tentacle-ridden masses the tear everything they grasp onto. Some are lightly-dressed, pale-skinned horned ones that seduce and slay those they encounter.
Blood Prophet
Level: 4 | Category: Monster
LP: 160 | Class: Weaponmaster
Str: 6 Dex: 6 Agi: 8 Con: 6 Pow: 9 Int: 8 WP: 10 Per: 7
PhR 45, DR 45, VR 45, MR 35, PSR 45
Initiative: 25 Natural, 25 Cleavers
Attack Ability: 70 with Cleavers
Defense Ability: 60 Block
Damage: 55 Cleavers (Cut)
AT: Cut 1, Thrust 2, Heat 1, Elec 2, Cold 1
Essential Abilities: Does Not Sleep or Eat, Immune to Natural Poisons (40), Natural Knowledge of a Path 60 (Destruction, Subpath: Blood) (30), Unspoken Casting (20), Special Attack (Blood Whip, 80 ft. distance, 60 base damage, Without Limits (90)), Physical & Mystical Armor 3 (60)
Powers: The Prophet's Domain
The Prophet's Domain: Prophets live in a large pool of blood, usually within a site that was once travelled by many people such as churches, bathhouses, brothels, whatever. The blood covers the entire floor, being a bit over ankle-deep. While within the blood, it is not possible to hide from the Blood Prophet.
Size: 18 Medium | Regeneration: 2 | Movement Value: 4 | Fatigue: 13
Secondary Abilities: Athleticism 35 , Climb 5, Jump 15, Intimidate 30, Notice 20, Track 30, Composure 50, Withstand Pain 60, Feats of Strength 50
Nightstalker
A specialized creature of the Star Thing. They commonly take on the appearance of young women with horns and wings, sporting little clothing in the process. They are born assassins and thirst for nothing more but to put an end to anyone who stands in the Star Thing's ways. When they aren't killing, they tend to be hiding among human settlements for whatever reason.
Level: 3 | Category: Monster
LP: 100 | Class: Assassin
Str: 6 Dex: 7 Agi: 8 Con: 6 Pow: 7 Int: 6 WP: 8 Per: 6
PhR 40, DR 40, VR 40, MR 45, PSR 45
Initiative: 70 Natural, 95 Star-Daggers
Attack Ability: 110 with Dual-Daggers
Defense Ability: 100 Dodge
Damage: 40 Star-Daggers (Cut)
AT: Natural All 2
Essential Abilities: Ambidextrous (30), Does Not Sleep or Eat (20), Immune to Natural Poisons (40), Natural Knowledge of a Path 40 (Illusions) (20),
Powers: Star Thing's Crafted Body (Physical & Mystical Armor 2), Nightstalker's Wings (Mystical Flight 6)
Size: 12 Medium | Regeneration: 2 | Movement Value: 8 | Fatigue: 6
Secondary Abilities: Acrobatics 30, Persuasion 25, Notice 55, Search 65, Track 25, Hide 70, Stealth 80, Sleight of Hand 30
Miscellaneous
There exists many monsters in our world, from small to gargantuan. Dragons, for instance, are believed to be divine monsters that the gods sent down to watch over the world. Most don't believe this to be the case anymore, except for the Dragonseekers, except for perhaps the most ancient dragons like Vul'tun'zi.
These beasts have always burdened the lands and have gave great practice to adventurers and would-be heroes.
Lizardman Warrior
Level: 3 |
Category: Monster
LP: 155 |
Class: Warrior
Str: 8
Dex: 6
Agi: 5
Con: 8
Pow: 5
Int: 5
WP: 6
Per: 6
PhR 50, DR 50, VR 60, MR 40, PSR 45
Initiative: 40 Natural, 60 Unarmed, 10 Axe, 20 Shield
Attack Ability: 115 with Battle Axe
Defense Ability: 95 Block, 115 w/Shield
Damage: 55 Axe (Cut), 30 Shield (Impact)
AT: Cut 2, Thrust 2, Impact 1, Heat 1, Elec 2, Cold 2 (Natural + Fur)
Abilities: Acute Sense (Hearing), Aquatic Breathing,
Cold-Blooded (Physical Need (Heat), Natural Vulnerability to an Element, 50% More Damage (Cold))
Powers: Reptilian Body (Natural Weapons, Aquatic Movement, Regeneration 8, Physical Armor 1 (Limited: Cold), +10 to Venom Resistance)
Cold-Blooded: Like all reptiles, the lizardman require heat to regulate their body temperature even if their bodies can somewhat do it. If they go without a nice, baking heat source for long, or are exposed to the freezing cold, they will perish.
Reptilian Body: Lizardman have large, sharp teeth that can rip flesh from bone and tough scales that could stop a knife, but fairs poorly against the cold. Due to their preferred environments of swamps, they are naturally great swimmers and are more resistant to poisons. They also have a far superior healing factor thanks to their ancestral blood.
Size: 16 Medium |
Regeneration: 8 |
Movement Value: 5 |
Fatigue: 8
Secondary Abilities: 15 Athletics, 30 Swim, 25 Notice, 25 Search, 25 Track, 35 Withstand Pain, 75 Feats of Strength, 20 Stealth
Lizardman are commonly seen within the forest, waging war with their neighbors, elves, due to ancestral grudges. They have a preferred tactic of waiting in deep water and pulling unsuspecting travelers under, biting their throats out or simply waiting until they drown. Some lizardmen are accepted into society and have their skills used to discover underwater treasure or simply act as muscle.
Kobold Scavenger
Level: 1 |
Category: Monster
LP: 60 |
Class: Freelancer
Str: 4
Dex: 6
Agi: 6
Con: 5
Pow: 5
Int: 4
WP: 5
Per: 5
PhR 25, DR 25, VR 25, MR 30, PSR 30
Initiative: 25 Natural, 40 Sword, 45 Unarmed
Attack Ability: 55 with Sword
Defense Ability: 50 Dodge
Damage: 40 Sword (Cut), 40 Claws (Cut)
AT: Cut 1, Thrust 1, Impact 1, Heat 1, Elec 1, Cold 1
Abilities: N/A
Powers: Reptilian Body (Natural Weapons, Physical Armor 1), Lizards of the Caves (Nightvision, Subterranean Movement) 50
Lizard of the Caves: These lizards prefer to stick to caves and underground caverns, digging through rock with their large claws, eating mushrooms and insects, and being able to decently in the dark.
Reptilian Body: The kobold have soft scales, which are just hard enough to lessen the impact of having a rock thrown at them. They also have large claws.
Size: 9 Medium |
Regeneration: 1 |
Movement Value: 6 |
Fatigue: 4
Secondary Abilities: Climb 35, Notice 20, Hide 50, Search 30, Stealth 45, Theft 45, Persuasion 20
Not many know how the kobolds fit within Lizardmen society, but they are frequently used as fodder, thieves, and miners by the lizardmen. They're smaller than a lizardman, being a little taller than a human child, yet still have a sense of ferocity to them. Some of them are described as "cute" despite how sadistic they can be at times.
Mimic
Level: 2 |
Category: Monster
LP: 300 (DR) (60) |
Class: Shadow
Str: 6
Dex: 6
Agi: 5
Con: 8
Pow: 5
Int: 4
WP: 8
Per: 5
PhR 45, DR 45, VR 45, MR 35, PSR 45
Initiative: 25 Natural
Attack Ability: 60 Tentacles
Defense Ability: --
Damage: 45 Tentacles (Impact)
AT: 2, 0 Energy
Abilities: Tireless, Does Not Sleep, Immune to Natural Poisons, Disease, and Climate (70), Damage Resistance, Physical Need (Energy (-10)
Powers: Mimicry (Advanced Metamorphosis) (100), Natural Weapons (20), Natural Armor 2 (20) Special Trapping 8 (20), Addiitonal Attack at -40 (40)
Size: 18 Medium |
Regeneration: 2 |
Movement Value: 5 |
Secondary Abilities: Notice 100 (120), Track 40 (80), Search 20, Hide 20, Stealth 20, Feats of Strength 40 (80)
Mimicry: When a mimic takes on the shape of an object, it takes a Difficult Notice check or a Moderate Magical Appraisal check. If they fail to and interact with the mimic, they get a surprise attack off on the target.
Church Knights
The Sun Church is a vital part of the Sol Empire, providing many with comfort during times of stress and relief during times of need. It had rarely taken part in warfare, yet the last 15 years has seen it rapidly mobilize. They are a separate entity from the Sol Army and are considerably smaller by comparison, yet are zealot in their beliefs. Many do believe that if they fail, the fate of the Empire is one step closer to falling. That may not be far from the truth...
They are the main force that operates in the north, seeing as the Sol Army believes everything past the Sunset Wall is beyond saving. Their first, and largest, group of soldiers is the men-at-arms. These are your everyday men and women who have been given short training sessions on how to fight, equipped with anything they could find or the town can offer.
Those who have proven themselves in battle, through valor or skill, might have the chance to be promoted to Crusader. They are given chainmail armor and plate helmets, many are further trained in the arts of war by other crusaders or knights. Their white tabards with a symbol of the sun on their chest is a reliving sight for any men-at-arms.
If a crusader survives for long enough, or perhaps shows further acts of valor, they may be knighted. Knights dress in various styles of plate armor and wear various different types of tabards, but all have the identifying golden sun sigil somewhere on the tabard.
Yet, that's not all that the Church Knights use. The few technical dvergr that join the faithful army frequently build war machines for them. While it's mostly for the devrgr to pilot, that is not to say that fortified positions may have a war machine on-hand.
Men-at-Arms
Category Freelance; Level 1
Initiative 45/25; LP 75; AT Leather; Attack 40; Block 40; Weapons Longsword; Damage 50
AGI: 5 DEX: 5 CON: 5 STR: 6 PER: 5 INT: 5 WP: 5 POW: 5
Abilities: Athleticism 20, Jump 20, Climb 20, Notice 30, Search 20, Feats of Strength 10, Animals 30, Herbal Lore 25, Swim 20, Composure 10
Special: Soldier Weapon Module
Resistance: PhR 30, DR 30, VR 30, MR 30, PsR 30.
Crusader
Category Warrior; Level 2
Initiative 55/35; LP125; AT Chainmail; Attack 90; Block 90; Weapons Longsword; Damage 55
AGI: 5 DEX: 7 CON: 7 STR: 7 PER: 5 INT: 5 WP: 5 POW: 5
Abilities: Notice 30, Search 20, Feats of Strength 40, Composure 25, Intimidate 25, Withstand Pain 25.
Special: Soldier Weapon Module
Resistance: PhR 40, DR 40, VR 40, MR 35, PsR 35.
Knight
Category Warrior; Level 4
Initiative 60/55; LP170; AT Fullplate; Attack 125; Block 125; Weapons Longsword; Damage 60
AGI: 6 DEX: 8 CON: 8 STR: 8 PER: 6 INT: 6 WP: 6 POW: 5
Abilities: Notice 50, Search 50, Feats of Strength 60, Composure 30, Intimidate 30, Withstand Pain 30.
Special: Soldier Weapon Module
Resistance: PhR 55, DR 55, VR 55, MR 45, PsR 50.
Oni Knight
Category Warrior; Level 4
Initiative 60/-10; LP220; AT Full Heavy Plate; Attack 125; Block 125; Weapons Two-handed Axe; Damage 130
AGI: 6 DEX: 8 CON: 9 STR: 10 PER: 6 INT: 6 WP: 6 POW: 5
Abilities: Notice 50, Search 50, Feats of Strength 65, Composure 30, Intimidate 30, Withstand Pain 30.
Special: Soldier Weapon Module
Resistance: PhR 70, DR 55, VR 55, MR 45, PsR 50.
Cursed
There are many cursed ones throughout the world, some referring to them as "Heroes" sometimes sarcastically, and a lot tend to be sent to the northern realm of the Sol Empire. The Star Thing is something that threatens the entire world, not just this sole empire. Since the Curse of Heroes has no discrimination in who it selects, these Cursed come from all walks of life.
Alesia the Wizard
Category Wizard; Level 2
Initiative 40;50 LP 63; AT Leather; Magic Projection 110 Dodge 20 Weapons Quarterstaff; Damage 30
AGI: 6 DEX: 6 CON: 4 STR: 5 PER: 5 INT: 10 WP: 6 POW: 9
Size: 9 Medium | Regeneration: 1 | Movement Value: 6 | Fatigue: 4
Abilities: Herbal Lore 40, Science 30, Notice 20, Search 30, Magic Appraisal 50, Occult 20
Special: The Gift, Mystical Armor (4 AT vs Energy)
Resistance: PhR 30, DR 30, VR 30, MR 45, PsR 40.
MA: 40 Zeon: 520 Level on Path: 50 (Fire; Subpath: Explosive)
Marii
Category Weaponmaster; Level 3
Initiative 45;10 LP220; AT Breastplate; Attack 130; Block 115; Weapons Bastard Sword; Damage 80
AGI: 6 DEX: 7 CON: 11 STR: 9 PER: 6 INT: 5 WP: 7 POW: 5
Size: 14 Medium | Regeneration: 4 | Movement Value: 6 | Fatigue: 11
Abilities: Climb 20, Notice 20, Search 20, Composure 30, Intimidate 20, Feats of Strength 80, Withstand Pain 40 280
Special: Knight Weapon Module, Area Attack Module, Armor Reduction Module (2), Unusual Size, Survivor, Immunity to Pain & Fatigue
Resistance: PhR 60, DR 60, VR 60, MR 45, PsR 50.