ik unleashed character sheets digital (1)

Upload: scott-gierach

Post on 27-Feb-2018

219 views

Category:

Documents


0 download

TRANSCRIPT

  • 7/25/2019 IK Unleashed Character Sheets Digital (1)

    1/16

    Description: Tall and burly by pygmy troll standards, with

    tough bluish-green skin webbed with faded battle scars. Wears

    a worn leather great coat over his armor and a quality hat traded

    from a human merchant. Has a massive axe he carries on his

    shoulder and numerous throwing axes hidden in his coat, on his

    belt, and about his personbasical ly everywhere. A small pyg

    whelp called Knuckle, spawned from a hand lopped o in a ght,

    typically rides on his shoulder. The whelp scampers around on

    his belts like a rigging rat, fetching items from the pockets on

    his bandolierwhen its not getting drunk to the gills on his ale.

    Background:You are the chieftain of a small tribe dwelling in the

    Blackmarsh Valley. As its leader and greatest warrior, in dicult

    times it falls to you to confront the enemies of your tribe. Youve

    had many opportunities to prove your strength in battle, due in

    part to your tribes holdings lying at the fr inge of land claimed by

    a farrow warband led by the powerful warlord Morrg. Your twogroups have clashed in minor skirmishes from time to time, but

    recently Morrg executed a devious nighttime raid into the heart

    of your village. His bone grinder set homes to the torch, and as

    your tribe fought to battle the res the warlord sent in brigands

    to abduct a dozen of your fellows.

    As a pygmy troll, a small but durable breed of full-blood trolls,

    you have a close connection to all who share the blood of trolls,

    including the large and impressive trollkin. Trollkin and pygs

    often work together, but the larger trollkin are often viewed as

    the dominant partners in such cooperation. Your tribe frequently

    interacts with the Toborg trollkin kriel, and their kriel warriors

    may be willing to destroy Morrgs warband if you were to ask

    but to ask is to admit that you arent strong enough to defend yourpeople, to say that pygs need the help of their larger cousins when

    too great a challenge rears its head. Rather than rely on the trollkin

    to ght your battles, you grabbed your axes and whelp and headed

    out alone. When you met the others, they didnt treat you like an

    inferior but instead were willing to follow you into battle.

    Attitude: You take every opportunity to demonstrate your

    strength and battle prowess, leading others by example both

    in and out of battle. You are honorable and do not seek

    underhanded methods to defeat your foes; you are

    willing to confront any rival head-on, whether through

    strength of arms or any other test.

    Personal Goal: You seek to rescue your tribe mates

    taken by Morrgs brigands. You cannot allow the farrow tokeep them as prisoners, and you will carve a path to Morrg with

    your axe to make him answer for his c rimes against your people.

    Relations with others:

    Longchops, The Hunter Any chieftain would be happy to

    have such a powerful ally. Hes tough as a boulder and almost as

    good a shot as a pyg. Its wise to make sure he has something to

    hunt down and devour, though. Too long between meals and

    he starts to give you and Knuckle a funny look.

    Lurk, The Mystic Hes a clever bog trog, and his bone grinder

    talents make him very useful to you. He turns everything you

    kill into some kind of crazy paste or necklace that helps either

    him or you. Too bad about the smell, though.

    Zocha, The Guide Shes one of the best guides youve ever

    known, and her blood magic makes her even better to keep

    around. Her changes to your plans are too complicated to bother

    with, but once youre in the thick of it with your axes shes quick

    to join the fray.

    UNLIKELY HEROESYou moved against Warlord Morgg to recover your kidnapped

    warriors. Your remaining tribe mates wanted you to lead them

    out of the valley and to seek the trollkin of the Toborg kriel to

    solve your problem for you. But how could you call yourself

    chieftain if you cant deal with your own troubles?

    Fortunately youve encountered others with a similar goal. They

    recognize your leadership talent and are willing to listen to you

    when needed. Together you might be able to be able to recover

    your missing tribe. You bring the wisdom of a chieftain and the

    might of a warrior to the group, leading the charge in battle with

    your heavy great axe and boldly confronting the mightiest foes.

    GULLIN OAKBREAKER"THE CHIEF"Male Pygmy Troll Chieftain/Warrior

    CHARACTER BOOKLET

    2015 Privateer Press, Inc. All Rights Reserved. Permission is hereby granted to reproduce and retain copies of these character sheets for personal, non-commercial use only.Gierach (order #6986041)

  • 7/25/2019 IK Unleashed Character Sheets Digital (1)

    2/16

    This character is in peak physical condition. He is incredibly resilient

    and capable of feats of strength that defy imagination. Mighty

    characters gain an additional die on their melee damage rolls.

    Additionally, a Mighty character begins the game with one ofseveral benets. Characters gain additional benets as they

    accumulate experience points. Gullin has Feat: Back Swing.

    Feat: Back Swing

    Once per turn, this character can spend 1 feat point to gain one

    additional melee attack.

    Poison Resistance

    The character gains boosted rolls to resist poisons and toxins.

    Spawn Whelps

    The regenerative capability of pygs is so intense that if a largeenough piece of one is cut away, it will grow its own body to form

    a whelp.

    If the pyg suers a lost limb, he spawns a pyg whelp that grows

    to full size in d6 rounds. Gullin begins the game with Knuckle, a

    whelp companion.

    Pyg Whelps

    Spawned from the severed esh of a pyg, a whelp imitates the

    personality and mannerisms of its creator, often in an exaggerated

    fashion. The creature is ent irely reliant on its progenitor and will

    likely starve if not cared for. A pyg whelp on foot has SPD 2, so it

    often rides on the shoulders of the pyg who spawned it.

    Whelps are typically adopted by their creators, who treat them

    like useful pets. A pyg whelp can be trained to perform simple

    tasks, though its diminutive size and limited intellect do limit its

    capabilities somewhat.

    A pyg whelp activates on its controllers turn and can perform

    one of the following quick actions:

    Draw a small weapon or item (including ammunition)

    Stow a small weapon or item

    Pull the pin on a grenade

    Other fast, simple actions at the Game Masters discretion

    Tough

    The character is incredibly hardy. When this character is disabled,

    roll a d6. On a 5 or 6 the character heals 1 vitality point, is no

    longer disabled, and is knocked down.

    Battle Plan: Take Cover

    The character can spend 1 feat point to use Battle Plan: Take Cover

    during a surprise round before a battle. Using a battle plan is a

    quick action. When a character uses this battle plan, each friendly

    character in his command range can immediately advance up to

    twelve feet (2 ) and perform a quick action to take cover or go prone.

    Fast Draw

    A character with this ability gains +2 on initiative rolls. He also

    gains an additional quick action during his rst turn of combat

    each encounter that can be used only to draw a weapon.

    Natural Leader

    A character with the Natural Leader ability increases his

    command range by 2 .

    Roll with It

    When the character would ordinarily be knocked down, he

    goes prone instead. The character loses this ability while he is

    mounted.

    Team Leader

    When this character gains a feat point, instead of keeping it

    himself he can give it to another character currently in hiscommand range.

    GULLIN OAKBREAKERARCHETYPE: MIGHTY

    2015 Privateer Press, Inc. All Rights Reserved. Permission is hereby granted to reproduce and retain copies of these character sheets for personal, non-commercial use only.Gierach (order #6986041)

  • 7/25/2019 IK Unleashed Character Sheets Digital (1)

    3/16

  • 7/25/2019 IK Unleashed Character Sheets Digital (1)

    4/16

  • 7/25/2019 IK Unleashed Character Sheets Digital (1)

    5/16

    Description:A tall and muscular female Tharn, with a tanned

    complexion and dark hair. Wears worn leathers decorated with

    bones of past kills and a headdress of antlers. Keeps her sacral

    blade close at hand, a cleft dagger intended to evoke the fangs of

    the Beast of All Shapes, the ancient Devourer Wurm.

    Background: You are a Tharn, a race devoted to the worship

    of the Devourer Wurm. Your connection to the Wurm allows

    you to channel its power into your esh, transforming you into

    a shadowy predator who moves swift and unseen as you stalk

    your prey. You were one of the foremost warriors of your tribe,

    invoking the power of blood magic through your sacral blade and

    hurling your javelins at your tribes enemies from the shadows.

    Your tribe, the White Maw, has long clashed with the farrow

    warband of Warlord Morrg. In your most recent conict Morrg

    killed your chieftain and took his heart, giving it to his bonegrinder Knor to turn into a powerful totem. A few days later

    the main source of water to your home, the Arrowhead River,

    started to dry up. You suspect it may be a ploy by Morrg to drive

    your people away, but none of your fellow Tharn think it wise to

    confront the warlord so soon after losing to him in battle. Unable

    to make the new chieftain see reason, you struck out on your

    own, declaring yourself an outcast. You will not return to your

    people until you have defeated Morrg. Being apart from your

    tribe is dicult, but it is a worthy sacrice. Morrg has something

    planned, and you intend to stop him.

    Attitude: You are normally calm and collected, but when you

    invoke the savage power of the Wurm you become an unrelenting

    predator. You relish the power of blood magic. To you each kill

    performed in this way is a sacred rite to the Devourer, an

    oering of the blood of your enemies.

    Personal Goal:Find and eliminate Morrg. His attacks on

    your tribe and his desecration of your chieftain cannot

    go unanswered, and it seems like you are the only White

    Maw up to the task. You will hunt him down, into the

    heart of his warbands territory if necessary, to put an end

    to the dreadful warlord. Once he is eliminated, your self-imposed

    exile can end.

    Relations with others:

    Gullin Oakbreaker, The Chief Dont let his size fool you

    the little guy packs a big punch. Hes a good leader, but doesnt

    always think his plans through. Lucky for him he has you hereto handle the thinking. For some unfathomable reason, the little

    whelps he spawns from parts of him that get cut o seem fond

    of you.

    Longchops, The Hunter A solid ghter and not a bad shot

    with his rie. Gets a bit violent if he hasnt had something to eat

    recently, so its always good to make sure there are enough scraps

    around for him to nish o. A decent tracker, but youre better.

    Lurk, The Mystic Hes the scheming sort, but

    sometimes its good to have one on your side. His

    spells and bone grinder totems have proven useful

    more than a few times. You cant shake the feeling that hes

    looking out for his own interestsbut then again, who isnt?

    UNLIKELY HEROESYou struck out from your tribe to confront the farrow warlord

    Morrg. Along the road you encountered the others, and you all

    joined together. You bring your impressive skill s as a scout and

    bloodweaver to the group: you outank enemies to fall upon

    them with a few expertly hurled javelins or emerge to slay an

    opponent with a single swipe of your sacral blade.

    You are the groups planner. You see the broad picture and

    determine the best path, guiding the others through the wilds

    with your eyes always on the objective. Whether it is a monster

    that needs to be killed or an enemy warlord who needs to be

    outsmarted, you are up to the task.

    ZOCHA THE OUTCAST"THE GUIDE"Female Tharn Bloodweaver/Scout

    CHARACTER BOOKLET

    2015 Privateer Press, Inc. All Rights Reserved. Permission is hereby granted to reproduce and retain copies of these character sheets for personal, non-commercial use only.Gierach (order #6986041)

  • 7/25/2019 IK Unleashed Character Sheets Digital (1)

    6/16

    Those with the Gifted archetype are born with the capacity to

    work magic. This potential can be latent, discovered only later in

    life, or it can be pronounced from an early age.

    Additionally, a Gifted character begins the game with one ofseveral benets. Characters gain additional benets as they

    accumulate experience points. Zocha has Occult Secrets.

    Occult Secrets

    The character delves further into the primal mysteries of the

    arcane and is rewarded with a spell from one of her career spell

    lists. This benet can be taken multiple times, but a character still

    cannot exceed twice her INT in spells known.

    Feat: Transformation

    A Tharn is able to tap into her primal connection to the Devourer

    Wurm at will, transforming into a predatory beast. During her

    turn, the Tharn can either spend a full act ion to transform slowlyor spend 1 feat point to transform immediately.

    When a female Tharn transforms, she gains Stealth and her AGL

    and PER rolls are automatically boosted, but she rolls one less die

    on INT and non-Intimidation social rolls.

    While transformed, a Tharn can communicate only through

    short, clipped sentences and guttural growls.

    Tharn must transform and remain transformed during lunar

    conjunctions. When any two of Caens three moons are full, the

    Tharn cannot restrain their inner beast. For the duration of the

    lunar conjunction, the Tharn cannot revert to their human form

    for any reason.

    Blood Rites

    At Hero level, the character gains +2 to her sacral blade damage

    rolls. At Veteran level, the character gains +3 to her sacral blade

    damage rolls. At Epic level, the character gains +4 to her sacral

    blade damage rol ls.

    Pathfinder

    The character can move over rough terrain without penalty.

    Survivalist

    This character can reroll failed Survival rolls. Each failed roll can

    be rerolled only once as a result of Survival ist.

    WILL WEAVERS

    & FATIGUE POINTS

    Most sorcerers and arcanists are will weavers, who rely ontheir own physical stamina and the force of their mental will to

    summon and direct arcane energy. This process can be incredibly

    taxing to the spellcasters body and mind but allows for the subtle

    weaving of intricate formulae.

    Gaining Fatigue Points

    A will weaver can gain fatigue points in a number of ways.

    Upkeep a Spell A will weaver gains 1 fatigue point for

    each spell she upkeeps during each Control Phase.

    Cast a Spell When a wil l weaver casts a spell, she gains a

    number of fatigue points equal to the COST of the spell.

    Boost a Magic Attack or Magic Damage Roll Each timea will weaver boosts a magic attack or magic damage roll,

    she gains 1 fatigue point. Boosting must be declared before

    rolling any dice for the roll. Remember, a single roll can

    be boosted only once, but a wil l weaver can boost as many

    dierent rolls as she can aord.

    Increase the Range of a Spell A will weaver can gain 1

    fatigue point to increase the RNG of a spell by thirty feet

    (5). Each spell cast can have its RNG extended only once as

    a result of gaining fatigue. Spells with a RNG of CTRL or SP

    cannot be aected in this way.

    Removing Fatigue Points

    Will weavers remove a number of fatigue points equal to theirARC each Maintenance Phase.

    Fatigue Rolls and Exhaustion

    If her fatigue points exceed her ARC, a will weaver must make

    a fatigue roll immediately after resolving each spell she casts.

    To make a fatigue roll, roll 2d6. If the total is equal to or greater

    than the number of fatigue points the will weaver currently has,

    nothing happens. If the total is less than the number of fatigue

    points the character has, she becomes exhausted.

    When a character becomes exhausted, her turn immediately ends

    and she cannot cast spells during the next round.

    ZOCHA THE OUTCASTARCHETYPE: GIFTED

    2015 Privateer Press, Inc. All Rights Reserved. Permission is hereby granted to reproduce and retain copies of these character sheets for personal, non-commercial use only.Gierach (order #6986041)

  • 7/25/2019 IK Unleashed Character Sheets Digital (1)

    7/16

  • 7/25/2019 IK Unleashed Character Sheets Digital (1)

    8/16

  • 7/25/2019 IK Unleashed Character Sheets Digital (1)

    9/16

    Description:A hulking bipedal gator covered in muscles and a

    thick, scaly hide. Wears a jury-rigged harness across his back to

    carry the tools of his trade: a powerful hunting rie and other

    gear useful in hunting strong, dangerous creatures.

    Background:As a gatorman, you are driven by the hunt. Others

    may be content hunting weaker prey, but you have always sought

    out the deadliest game you could nd, testing your talents

    against some of the mightiest predators the wilds have to oer.

    To augment your natural talents, you modied the stock of a

    heavy rie you took o a hunter who intruded in your swamp

    and taught yourself to use it.

    Unfortunately, somethings happened to the river that feeds your

    swampy hunting ground. The river is drying up, and its driving

    away all your prey. You considered picking up and nding a new

    land, but the Tharn Zocha made you an oer: help her x whatswrong with the river and take down the farrow warlord Morrg.

    In return, you have free reign to hunt in her tribes territory, a

    place notorious for the deadly beasts that roam withinand

    thats not counting the Tharn.

    Attitude: Theres no predator in the world as powerful as a

    gatorman with a huge gun, so you are pretty easygoing, at least

    for a gatorman. The others tend to confuse your grin for a hungry

    leer. Well, thats probably in their best interest.

    Personal Goal:Morrgs warband is said to breed a particularly

    nasty strain of razor boar, massive creatures able to chew through

    skin and bone with ease. Your ultimate goal is to secure rights

    to hunt in the White Maw tribes land, but along the way youre

    hoping to bag a few razor boars as trophies.

    Relations with others:

    Gullin Oakbreaker, The Chief Hes a brave little thing, thatsfor sure. Traveling with the pyg has given you opportunities to

    hunt bigger and better prey than ever before, and hes good at

    coordinating the group in a ght. You cant help but wonder what

    one of his whelps tastes like, but that can waitfor now.

    Zocha, The Guide Shes a good tracker and scout, but her

    methods are strange to you. She spends too much jumping

    through the trees and leaping down to stab things. By the time

    shes plunging her magic blade into something, youve already

    lled it with bullets.

    Lurk, The Mystic You two have traveled together for years.

    Youve saved his life a few times, and hes helped you out of

    trouble, too. Sometimes the two of you ght over which bits of

    a creature he gets to keep or you get to eat, but it usually worksitself out in your favor.

    UNLIKELY HEROESZocha convinced you to join her with a promise. She says that

    if you help her, youll be permitted to hunt within the territory

    of the White Maw tribe, Tharn land to the west of your own.

    It is lled with a diversity of deadly creatures unlike

    anything youve hunted before, which

    will let you test your mettle

    against some of the deadliest

    beasts in the Blackmarsh

    Valley. You just need to help

    take out Morrg rst.

    Youre an apex predator and

    bring your deadly skill with

    a rie to the group; however,

    your jaws are as deadly as

    any weapon. You can bite a

    farrow in half up close or

    take him down from afar

    with one well-placed shot.

    LONGCHOPS"THE HUNTER"Male Gatorman Brigand/Monster Hunter

    CHARACTER BOOKLET

    2015 Privateer Press, Inc. All Rights Reserved. Permission is hereby granted to reproduce and retain copies of these character sheets for personal, non-commercial use only.Gierach (order #6986041)

  • 7/25/2019 IK Unleashed Character Sheets Digital (1)

    10/16

    This character relies on his wits, skill, and luck in equal measure.

    A Skilled character gains an additional attack during his

    Activation Phase if he chooses to attack that turn.

    Additionally, a Skilled character begins the game with one ofseveral benets. Characters gain additional benets as they

    accumulate experience points. Longchops has Virtuoso: Rie.

    Virtuoso: Rifle

    When making a non-AOE attack with his rie, this character

    gains an additional die on his attack and damage rolls. Discard

    the lowest die of each roll. (This benet can be taken more than

    once, each time specifying a dierent military skill.)

    Amphibious

    Gatormen treat water as open terrain and gain concealment while

    within water. Amphibious characters never make Swimming

    rolls and always advance their full SPD while swimming.

    Flesh of Steel

    While this character is unarmored, double his PHY when

    determining his ARM.

    Gnawing Hunger

    A Gatorman must eat at least once every four waking hours. If a

    Gatorman character does not eat within this timeframe, he suers

    1 to Willpower rolls until he eats again. Luckily Gatormen are

    not particularly picky eaters and will happily devour any meat

    they can get their jaws around.

    Imitative PowerAll gatormen are deep believers in sympathetic magic. They

    often deck themselves out in the trappings of their enemies,

    believing such charms and trinkets enable them to steal a

    portion of the others power.

    While wearing or holding at least one relic, tool, tr inket, or piece

    of clothing that was once possessed by a member of another race,

    the Gatorman character gains +1 on social rolls against characters

    of that race.

    Big Game Hunter

    A character with the Big Game Hunter ability has hunted more

    than his fair share of game in the wilds of western Immoren.

    When a character with Big Game Hunter makes an attack against

    a natural animal or beast native to the wilds of Immoren, he gains

    a bonus on attack rolls equal to his Survival skill.

    Find Cover

    At the start of combat before initiative is rolled, this character can

    immediately advance up to twelve feet (2) and perform a quick

    action to take cover or go prone.

    Hunting Ground [Swamp]

    Choose an environment type (desert, forest, mountain, or swamp)

    when you select this ability. The character gains +2 to Sneak and

    Tracking rolls while in the selected environment. This ability can

    be taken more than once. Each time this ability is selected, choose

    a new environment type.

    Onslaught

    At the start of this characters turn before moving or taking any

    action, he can make one ranged attack. After the attack has been

    resolved, the character must charge or run. The ranged attack is

    made before declaring a charge target.

    Precision Strike

    When the character hits with a melee attack, he chooses the

    branch of the target s life spiral or the column of the target s

    damage grid that is hit, if applicable.

    LONGCHOPSARCHETYPE: SKILLED

    2015 Privateer Press, Inc. All Rights Reserved. Permission is hereby granted to reproduce and retain copies of these character sheets for personal, non-commercial use only.Gierach (order #6986041)

  • 7/25/2019 IK Unleashed Character Sheets Digital (1)

    11/16

  • 7/25/2019 IK Unleashed Character Sheets Digital (1)

    12/16

  • 7/25/2019 IK Unleashed Character Sheets Digital (1)

    13/16

    Description: A stooped, reptilian sh-man with all manner of

    tattered arcane totems decorating his body. Carries a surplus of

    body parts, pastes from smashed organs and bones, uids, and

    other harvested parts for his arcane form of alchemy as well as

    a few trophies from particularly interesting prey taken down in

    cooperation with Longchops.

    Background:As a bone grinder, you have the talent for turning

    organic components into powerful magical artifacts. Years ago

    you were part of a bone grinder hunting party led by the farrow

    bone grinder Knor. It went well for a while, but you had a habit of

    taking the most powerful components for yourself. Things came

    to a head between you and Knor, and the farrow swore hed grind

    yourbones the next time you met. You helped yourself to a few

    choice items before leaving to hide out in the swamps, where you

    met Longchops.

    Since then you two have hunted together. The relationship has

    worked out well so far, but Longchops struck a deal with the

    Tharn Zocha to hunt down the farrow warlord MorrgKnor

    new employer. You could run, but if Longchops and Zocha fail,

    Knor will likely discover your whereabouts and it will only be a

    matter of time before your old friend comes calling.

    Attitude: Youre always looking for ways to increase

    your own personal inuence and power. Fortunately

    youve made some impressive friends who help

    you do just that. Having them around always

    makes negotiations go smoother, and theyre

    a great aid in bringing down bigger and

    better beasts you can turn into powerful

    arcane charms. Youre not actively

    scheming against them, but youre always

    on the lookout for ways to make your own

    life better.

    Personal Goal: Your number one goal is to

    eliminate Knor. Your former bone grinder

    associate holds a grudge against you, and if hes

    not dealt with its only a matter of time before he

    comes around looking for payback.

    Relations with others:

    Gullin Oakbreaker, The Chief The pyg thinks hes in charge.

    Thats ne. It just means that when trouble comes, it comes to him

    rst. Youre careful and patient, and working with h im has had itsadvantages so far. Whenever you need to push him a certain way,

    a few well-chosen words seem to do the trick.

    Longchops, The Hunter Hes a big, scaly wall of

    meat that draws attention away from you. More than

    that, though, hes useful to you. Traveling with

    him has given you the opportunity to harvest

    components from creatures you never could

    have defeated on your own.

    Zocha, The Guide Too clever for her own good. The Tharn

    seems to think youre actively scheming against her. Well, maybe

    a little, but no more than anyone else. Youre smarter than her, but

    she doesnt miss many details. Lucky for the both of you, youre

    working together.

    UNLIKELY HEROESWhen Longchops suggested joining up with Gullin and Zocha, you

    had your reservations. Moving against Morrg means youll have to

    confront your old enemy, the farrow bone grinder Knor. You think

    you can inuence the others into helping you confront Knor and

    take him out of the equation. You denitely have a better chance of

    survival if there are others with you, and your mystical talents can

    help keep them alive unti l they get the job done. If you can get your

    hands on one of the razor boars Morrgs warband keeps around,

    you can make use of its esh to create a scent mask to throw the oldbone grinder o your trailyou hope.

    LURGLEKK (LURK)"THE MYSTIC"Male Bog Trog Bone Grinder/Mist Speaker

    CHARACTER BOOKLET

    2015 Privateer Press, Inc. All Rights Reserved. Permission is hereby granted to reproduce and retain copies of these character sheets for personal, non-commercial use only.Gierach (order #6986041)

  • 7/25/2019 IK Unleashed Character Sheets Digital (1)

    14/16

    Those with the Gifted archetype are born with the capacity to

    work magic. This potential can be latent, discovered only later in

    life, or it can be pronounced from an early age.

    Additionally, a Gifted character begins the game with one ofseveral benets. Characters gain additional benets as they

    accumulate experience points. Lurk has Combat Caster.

    Combat Caster

    When this character makes a magic attack roll, he gains an

    additional die. Discard the lowest die of each roll.

    Amphibious

    Bog trogs treat water as open terrain and gain concealment while

    within water. Amphibious characters never make Swimming

    rolls and can always advance their full SPD while swimming.

    BlendingBog trog skin pigmentation naturally changes to enable them

    to blend into their surroundings. Provided his body is mostly

    uncovered and while not wearing armor, a bog trog gains boosted

    Sneak rolls.

    Greed Mania

    Bog trogs become highly aggressive in the presence of objects

    of wealth and are overcome with a desire to possess them. The

    Game Master determines what constitutes an object of wealth,

    but generally the larger and gaudier it is, the better. A bog trog

    that takes possession of such an object immediately gains 1 feat

    point. Once a bog trog gets his hands on an object of wealth, he

    will ght to the death to remain in possession of it. Letting go of

    it or otherwise allowing it to slip willingly from his possession

    requires the bog trog to succeed in a Willpower roll with a target

    number of 16.

    Stink

    While out of water bog trogs exude a repellent, shy odor. Though

    close companions can learn to ignore this stench over time,

    any character attempting to track or detect a bog trog by scent

    gains +2 to his die roll. Additionally, bog trogs suer 1 on non-

    Intimidation social rolls when dealing with creatures potentially

    oended by their stench.

    Bone GrinderThis character can create and use bone grinder fetishes.

    Conniver

    The character is well skilled in the arts of deception. The character

    can reroll failed Bribery- and Deception-based social skill rolls.

    Each roll can be rerolled only once as a result of Conniver.

    Disease Resistance

    The character can make boosted rolls to resist disease and

    infection.

    ITEM: ARCANE RELICDescription: This is a talisman made from the desiccated esh

    and bones of an arcanist, sorcerer, warbeast, warlock, or other

    innately arcane creature. The bone grinder can call upon thepower of the relic to extend his own arcane powers.

    Special Rules: When a character with the Bone Grinder ability

    casts a spell while holding an arcane relic in one hand, the spell

    gains +2 RNG. Spells with RNG SELF, SP, or CTRL are not aected.

    WILL WEAVERS &

    FATIGUE POINTSMost sorcerers and arcanists are will weavers, who rely on

    their own physical stamina and the force of their mental will to

    summon and direct arcane energy. This process can be incredibly

    taxing to the spellcasters body and mind but allows for the subtle

    weaving of intricate formulae.

    Gaining Fatigue Points

    A will weaver can gain fatigue points in a number of ways.

    Upkeep a Spell A will weaver gains 1 fatigue point for

    each spell he upkeeps during each Control Phase.

    Cast a Spell When a wil l weaver casts a spell, he gains a

    number of fatigue points equal to the COST of the spell.

    Boost a Magic Attack or Magic Damage Roll Each time

    a will weaver boosts a magic attack or magic damage roll,

    he gains 1 fatigue point. Boosting must be declared before

    rolling any dice for the roll. Remember, a single roll can

    be boosted only once, but a wil l weaver can boost as manydierent rolls as he can aord.

    Increase the Range of a Spell A will weaver can gain 1

    fatigue point to increase the RNG of a spell by thirty feet

    (5). Each spell cast can have its RNG extended only once as

    a result of gaining fatigue. Spells with a RNG of CTRL or SP

    cannot be aected in this way.

    Removing Fatigue Points

    Will weavers remove a number of fatigue points equal to their

    ARC each Maintenance Phase.

    Fatigue Rolls and Exhaustion

    If his fatigue points exceed his ARC, a will weaver must make

    a fatigue roll immediately after resolving each spell he casts.

    To make a fatigue roll, roll 2d6. If the total is equal to or greater

    than the number of fatigue points the will weaver currently has,

    nothing happens. If the total is less than the number of fatigue

    points the character has, he becomes exhausted.

    When a character becomes exhausted, his turn immediately ends

    and he cannot cast spells during the next round.

    LURGLEKK (LURK)ARCHETYPE: GIFTED

    2015 Privateer Press, Inc. All Rights Reserved. Permission is hereby granted to reproduce and retain copies of these character sheets for personal, non-commercial use only.Gierach (order #6986041)

  • 7/25/2019 IK Unleashed Character Sheets Digital (1)

    15/16

  • 7/25/2019 IK Unleashed Character Sheets Digital (1)

    16/16