ikrpg unleashed character sheets (7207955)
DESCRIPTION
IKRPG Unleashed Starter Set Character SheetsTRANSCRIPT
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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 personbasically everywhere. A small pyg whelp called Knuckle, spawned from a hand lopped off in a fight, 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 difficult 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 fringe of land claimed by a farrow warband led by the powerful warlord Morrg. Your two groups 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 fires 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 askbut to ask is to admit that you arent strong enough to defend your people, 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 fight 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 to keep them as prisoners, and you will carve a path to Morrg with your axe to make him answer for his crimes 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/WarriorThis 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 of several benefits. Characters gain additional benefits as they accumulate experience points. Gullin has Feat: Back Swing.
Feat: Back SwingOnce per turn, this character can spend 1 feat point to gain one additional melee attack.
Poison ResistanceThe character gains boosted rolls to resist poisons and toxins.
Spawn WhelpsThe regenerative capability of pygs is so intense that if a large enough piece of one is cut away, it will grow its own body to form a whelp.If the pyg suffers 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 WhelpsSpawned from the severed flesh of a pyg, a whelp imitates the personality and mannerisms of its creator, often in an exaggerated fashion. The creature is entirely 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
ToughThe 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 CoverThe 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 DrawA character with this ability gains +2 on initiative rolls. He also gains an additional quick action during his first turn of combat each encounter that can be used only to draw a weapon.
Natural LeaderA character with the Natural Leader ability increases his command range by 2 .
Roll with ItWhen the character would ordinarily be knocked down, he goes prone instead. The character loses this ability while he is mounted.
Team LeaderWhen this character gains a feat point, instead of keeping it himself he can give it to another character currently in his command range.
CHaraCTer bOOkleT
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.Ross Harkin (order #7207955)
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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 personbasically everywhere. A small pyg whelp called Knuckle, spawned from a hand lopped off in a fight, 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 difficult 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 fringe of land claimed by a farrow warband led by the powerful warlord Morrg. Your two groups 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 fires 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 askbut to ask is to admit that you arent strong enough to defend your people, 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 fight 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 to keep them as prisoners, and you will carve a path to Morrg with your axe to make him answer for his crimes 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/WarriorThis 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 of several benefits. Characters gain additional benefits as they accumulate experience points. Gullin has Feat: Back Swing.
Feat: Back SwingOnce per turn, this character can spend 1 feat point to gain one additional melee attack.
Poison ResistanceThe character gains boosted rolls to resist poisons and toxins.
Spawn WhelpsThe regenerative capability of pygs is so intense that if a large enough piece of one is cut away, it will grow its own body to form a whelp.If the pyg suffers 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 WhelpsSpawned from the severed flesh of a pyg, a whelp imitates the personality and mannerisms of its creator, often in an exaggerated fashion. The creature is entirely 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
ToughThe 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 CoverThe 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 DrawA character with this ability gains +2 on initiative rolls. He also gains an additional quick action during his first turn of combat each encounter that can be used only to draw a weapon.
Natural LeaderA character with the Natural Leader ability increases his command range by 2 .
Roll with ItWhen the character would ordinarily be knocked down, he goes prone instead. The character loses this ability while he is mounted.
Team LeaderWhen this character gains a feat point, instead of keeping it himself he can give it to another character currently in his command range.
CHaraCTer bOOkleT
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.Ross Harkin (order #7207955)
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INTELLE
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12
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___
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____
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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.Ross Harkin (order #7207955)
-
Ch
aR
aCTe
R P
oR
TRa
IT
STa
TS
MA
XSP
D
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MA
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MA
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MA
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GI
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RC
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PLa
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GR
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Na
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P+S
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No
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SKIL
LS
GR
EAT
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(PR
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THR
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RW
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UN
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CO
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D (S
OC)
DET
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(PER
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___
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____
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200
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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.Ross Harkin (order #7207955)
-
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 flesh, 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 conflict Morrg killed your chieftain and took his heart, giving it to his bone grinder 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 difficult, but it is a worthy sacrifice. 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 offering 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 youthe little guy packs a big punch. Hes a good leader, but doesnt always think his plans through. Lucky for him he has you here to handle the thinking. For some unfathomable reason, the little whelps he spawns from parts of him that get cut off seem fond of you.Longchops, The Hunter A solid fighter and not a bad shot with his rifle. 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 finish off. 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 skills as a scout and bloodweaver to the group: you outflank 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/ScoutThose 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 of several benefits. Characters gain additional benefits as they accumulate experience points. Zocha has Occult Secrets.
occult SecretsThe character delves further into the primal mysteries of the arcane and is rewarded with a spell from one of her career spell lists. This benefit can be taken multiple times, but a character still cannot exceed twice her INT in spells known.
Feat: TransformationA 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 action to transform slowly or 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 RitesAt 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 rolls.
PathfinderThe character can move over rough terrain without penalty.
SurvivalistThis character can reroll failed Survival rolls. Each failed roll can be rerolled only once as a result of Survivalist.
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 PointsA 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 will 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 time a 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 will weaver can boost as many different rolls as she can afford.
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 affected in this way.
Removing Fatigue PointsWill weavers remove a number of fatigue points equal to their ARC each Maintenance Phase.
Fatigue Rolls and exhaustionIf 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
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.Ross Harkin (order #7207955)
-
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 flesh, 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 conflict Morrg killed your chieftain and took his heart, giving it to his bone grinder 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 difficult, but it is a worthy sacrifice. 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 offering 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 youthe little guy packs a big punch. Hes a good leader, but doesnt always think his plans through. Lucky for him he has you here to handle the thinking. For some unfathomable reason, the little whelps he spawns from parts of him that get cut off seem fond of you.Longchops, The Hunter A solid fighter and not a bad shot with his rifle. 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 finish off. 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 skills as a scout and bloodweaver to the group: you outflank 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/ScoutThose 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 of several benefits. Characters gain additional benefits as they accumulate experience points. Zocha has Occult Secrets.
occult SecretsThe character delves further into the primal mysteries of the arcane and is rewarded with a spell from one of her career spell lists. This benefit can be taken multiple times, but a character still cannot exceed twice her INT in spells known.
Feat: TransformationA 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 action to transform slowly or 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 RitesAt 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 rolls.
PathfinderThe character can move over rough terrain without penalty.
SurvivalistThis character can reroll failed Survival rolls. Each failed roll can be rerolled only once as a result of Survivalist.
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 PointsA 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 will 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 time a 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 will weaver can boost as many different rolls as she can afford.
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 affected in this way.
Removing Fatigue PointsWill weavers remove a number of fatigue points equal to their ARC each Maintenance Phase.
Fatigue Rolls and exhaustionIf 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
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.Ross Harkin (order #7207955)
-
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lt S
ecr
etS
Gai
n a
n a
ddit
ional
sp
ell (
incl
uded
)
feA
t: t
rA
nSf
Or
mA
tiO
n S
ee N
ote
s bel
ow
BlO
Od
rit
eS
Gai
n +
2 to
sac
ral b
lade
dam
age
rolls
(in
clud
ed)
pAth
fin
der
C
an m
ove
over
roug
h t
erra
in w
ithout
p
enal
ty
Sur
viv
Ali
St
Can
rer
oll
faile
d s
urvi
val r
olls
BeN
eFIT
S &
aBI
LITI
eS
Na
Me
DeS
CR
IPTI
oN
/No
TeS
Fea
T Po
INTS
CU
RR
eNT
Fea
T Po
INTS
INTELLE
CTAGILITY
PHYSIQUE
12
3 4
65
Gea
R
Na
Me
BeN
eFIT
Co
NN
eCTI
oN
S
No
TeS
SPeL
LS
Na
Me
Co
ST
RN
G
ao
e Po
W
UP
oFF
aR
Ca
Ne
TRa
DIT
IoN
___
____
____
____
____
____
____
____
____
____
____
____
____
____
____
____
____
_
Go
LD
Wo
RN
aR
Mo
R
PeR
Ma
NeN
T IN
JUR
IeS
ReL
IGIo
US
BeLI
eFS
SPo
KeN
La
NG
Ua
GeS
ToTa
L a
RM
Jav
elin
Qu
iver
G
ain a
fre
e Q
uick
Act
ion t
o d
raw
a
jave
lin
Sac
ra
l Bl
ad
e C
an b
e em
pow
ered
for
Blood
Mag
ic s
pel
ls
Tha
rn
lea
Ther
S D
o n
ot
inte
rfer
e w
ith
Tran
sform
atio
n a
bili
ty
Na
Me
DeS
CR
IPTI
oN
/No
TeS
PaG
e #
Na
Me
DeS
CR
IPTI
oN
/No
TeS
SPD
D
eF
aR
M
R
emov
e a
con
tin
uous
eff
ect
R
ero
ll a
faile
d r
oll
Pe
rfo
rm a
rel
entl
ess
char
ge
Pe
rfo
rm a
Run
& G
un
Perf
orm
a T
wo
-Fis
ter
Pe
rfo
rm a
Her
oic
Do
dg
e
Bo
ost
a n
on
-co
mb
at
skill
ro
ll
Mak
e a
qui
ck a
ctio
n
Shak
e
Spri
nt
Pa
rry
W
alk
It O
ff
Cri
pp
led
Ph
ysi
que:
2 S
TR.
Cri
pp
led
ag
ilit
y:
2 t
o a
ttac
k ro
lls.
Cri
pp
led
In
tellec
t:2
DEF
an
d
can
no
t up
keep
sp
ells
.Fe
at p
oin
ts c
an b
e ea
rned
by:
C
riti
cal s
ucce
ss o
n a
ski
ll ro
ll
Giv
en b
y th
e G
M
Des
troy
an
en
emy
Feat
poin
ts c
an b
e sp
ent
to:
Copy
right
200
2-20
14 P
rivat
eer P
ress
, Inc
. All r
ights
rese
rved
. Iro
n Ki
ngdo
ms
, Unle
ashe
d, a
nd its
logo
are
trad
emar
ks o
f Priv
atee
r Pre
ss, I
nc. P
erm
ission
is h
ereb
y gra
nted
to m
ake
phot
ocop
ies fo
r per
sona
l, non
-com
mer
cial u
se o
nly.
Zoch
a th
e O
utca
st
fem
ale
153
lbs.
Gifte
d
Thar
n
Bloodw
eave
r/Sc
out
D
evou
rer
Wur
m
5
11
Her
o
4
3
68
Jave
lin
ThR
oW
N
Add S
TR t
o
the
POW
of
this
wea
pon
8
9
3367 5 4 3 43
Tran
sform
as
a fu
ll ac
tion,
or
tran
sform
inst
antl
y fo
r 1
feat
poin
t. C
an t
ransf
orm
bac
k as
a f
ull a
ctio
n.
When
tra
nsf
orm
ed g
ain S
teal
th.
AG
L an
d P
ER r
olls
ar
e b
oost
ed,
but
roll
one
less
die
on IN
T an
d n
on-
Inti
mid
atio
n s
oci
al r
olls
.
Tha
RN
Lea
TheR
S
53
26
4
14
410 15 3
Sacr
al B
lade
Mag
ical
wea
pon. C
an e
mp
ower
(s
ee S
pel
ls)
41
5
42
6
32
5
31
4
41
5
41
5
MO
LGU
R-T
HA
RN
MO
LGU
R-T
RU
L
5 (Q
uive
r)
1
SELf
N
N
BLo
oD
Ma
GIC
: a
CC
UR
aTe
STR
IKe
The
char
acte
rs
next
em
pow
ered
mel
ee w
eap
on a
ttac
k g
ains
a b
oost
ed a
ttac
k ro
ll.
1
SELf
N
N
BLo
oD
Ma
GIC
: BL
eeD
eR If t
he n
ext
emp
ower
ed m
elee
wea
pon
att
ack
deal
s da
mag
e, r
egai
n d3
vit
alit
y.
1
SELf
N
N
BLo
oD
Ma
GIC
: BR
UTa
L ST
RIK
eTh
e ch
arac
ter
s ne
xt e
mp
ower
ed m
elee
wea
pon
att
ack
gai
ns a
n ad
diti
onal
di
e of
dam
age.
2
SELf
N
N
BLo
oD
Ma
GIC
: BL
oo
D B
UR
STIf
emp
ower
ed m
elee
att
ack
dest
roys
a li
ving
cha
ract
er, c
ente
r a
5 A
OE
on it
. En
emie
s in
AO
E su
ffer
bla
st d
amag
e eq
ual t
o en
emy
crea
ture
s S
TR.
DEv
OU
RER
WU
RM
0 G
C
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.Ross Harkin (order #7207955)
-
Ch
aR
aCTe
R P
oR
TRa
IT
STa
TS
MA
XSP
D
MA
XST
R
MA
XPh
Y
MA
XPR
W
MA
XPo
I
MA
Xa
GI
MA
Xa
RC
MA
XPe
R
MA
XIN
T
WIL
LPo
WeR
(Ph
Y +
IN
T)
IRo
N K
ING
Do
MS
UN
Lea
SheD
aD
VeN
TUR
e K
IT C
ha
Ra
CTe
R S
hee
T
aR
Ch
eTY
PeR
aCe
Ca
Ree
RS
PLa
YeR
Na
Me
heI
Gh
T
Ch
aR
aCTe
R N
aM
eW
eIG
hT
Sex
DeF
ININ
G C
ha
Ra
CTe
RIS
TIC(S
)
FaIT
h
LeV
eL
ToTa
L x
P ea
RN
eD
Ra
NG
eD W
eaPo
NS
Na
Me
No
TeS
aM
Mo
PoW
RN
GR
aT
Na
Me
No
TeS
aM
Mo
PoW
RN
GR
aT
MeL
ee W
eaPo
NS
Na
Me
No
TeS
P+S
Ma
T
Na
Me
No
TeS
P+S
Ma
T
aD
DIT
IoN
aL
Wea
PoN
Na
Me
No
TeS
SKIL
LS
Ha
nd
Wea
pon
(pR
W)
THR
oW
n W
eapo
n (p
RW
)
deT
ecTi
on
(peR
)
Snea
k (a
GL)
LoR
e: d
evo
uR
eR (i
nT)
SuR
viv
aL
(peR
)
TRa
ck
inG
(peR
)
PaR
eNT
SeT
Va
LUe
SKIL
L Le
VeL
ToTa
L
+=
+=
+=
+=
+=
+=
+=
+=
+=
+=
+=
+=
+=
+=
+=
+=
+=
Da
Ma
Ge
Ca
PaCIT
Y
DeF S
PD
STa
Ta
GL
STa
TPe
R
STa
T+
++
+=
eqU
IPM
eNT
Mo
DIF
IeRS
Ra
CIa
L M
oD
IFIe
RTo
TaL
DeF
aR
M Ph
Y
STa
T+
+=
oTh
eR
Mo
DIF
IeRS
ShIe
LD
Mo
DIF
IeR
+a
RMo
R M
oD
IFIe
RS
INIT
IaTI
Ve
SPD
ST
aT
PRW
ST
aT
PeR
ST
aT
++
++
=a
DD
ITIo
Na
L M
oD
IFIe
RSeq
UIP
MeN
T M
oD
IFIe
RSTo
TaL
INIT
IaIV
e
Co
MM
aN
D R
aN
Ge
INT
STa
T+
+=
aBI
LITY
M
oD
IFIe
RSC
oM
Ma
ND
SK
ILL
ToTa
L CM
D
RaN
Ge
Ar
ch
ety
pe: G
ifte
d
This
char
acte
r ca
n w
ork
mag
ic
Occu
lt S
ecr
etS
Gai
n a
n a
ddit
ional
sp
ell (
incl
uded
)
feA
t: t
rA
nSf
Or
mA
tiO
n S
ee N
ote
s bel
ow
BlO
Od
rit
eS
Gai
n +
2 to
sac
ral b
lade
dam
age
rolls
(in
clud
ed)
pAth
fin
der
C
an m
ove
over
roug
h t
erra
in w
ithout
p
enal
ty
Sur
viv
Ali
St
Can
rer
oll
faile
d s
urvi
val r
olls
BeN
eFIT
S &
aBI
LITI
eS
Na
Me
DeS
CR
IPTI
oN
/No
TeS
Fea
T Po
INTS
CU
RR
eNT
Fea
T Po
INTS
INTELLE
CT
AGILITY
PHYSIQUE
12
3 4
65
Gea
R
Na
Me
BeN
eFIT
Co
NN
eCTI
oN
S
No
TeS
SPeL
LS
Na
Me
Co
ST
RN
G
ao
e Po
W
UP
oFF
aR
Ca
Ne
TRa
DIT
IoN
___
____
____
____
____
____
____
____
____
____
____
____
____
____
____
____
____
_
Go
LD
Wo
RN
aR
Mo
R
PeR
Ma
NeN
T IN
JUR
IeS
ReL
IGIo
US
BeLI
eFS
SPo
KeN
La
NG
Ua
GeS
ToTa
L a
RM
Jav
elin
Qu
iver
G
ain a
fre
e Q
uick
Act
ion t
o d
raw
a
jave
lin
Sac
ra
l Bl
ad
e C
an b
e em
pow
ered
for
Blood
Mag
ic s
pel
ls
Tha
rn
lea
Ther
S D
o n
ot
inte
rfer
e w
ith
Tran
sform
atio
n a
bili
ty
Na
Me
DeS
CR
IPTI
oN
/No
TeS
PaG
e #
Na
Me
DeS
CR
IPTI
oN
/No
TeS
SPD
D
eF
aR
M
R
emov
e a
con
tin
uous
eff
ect
R
ero
ll a
faile
d r
oll
Pe
rfo
rm a
rel
entl
ess
char
ge
Pe
rfo
rm a
Run
& G
un
Perf
orm
a T
wo
-Fis
ter
Pe
rfo
rm a
Her
oic
Do
dg
e
Bo
ost
a n
on
-co
mb
at
skill
ro
ll
Mak
e a
qui
ck a
ctio
n
Shak
e
Spri
nt
Pa
rry
W
alk
It O
ff
Cri
pp
led
Ph
ysi
que:
2 S
TR.
Cri
pp
led
ag
ilit
y:
2 t
o a
ttac
k ro
lls.
Cri
pp
led
In
tellec
t:2
DEF
an
d
can
no
t up
keep
sp
ells
.Fe
at p
oin
ts c
an b
e ea
rned
by:
C
riti
cal s
ucce
ss o
n a
ski
ll ro
ll
Giv
en b
y th
e G
M
Des
troy
an
en
emy
Feat
poin
ts c
an b
e sp
ent
to:
Copy
right
200
2-20
14 P
rivat
eer P
ress
, Inc
. All r
ights
rese
rved
. Iro
n Ki
ngdo
ms
, Unle
ashe
d, a
nd its
logo
are
trad
emar
ks o
f Priv
atee
r Pre
ss, I
nc. P
erm
ission
is h
ereb
y gra
nted
to m
ake
phot
ocop
ies fo
r per
sona
l, non
-com
mer
cial u
se o
nly.
Zoch
a th
e O
utca
st
fem
ale
153
lbs.
Gifte
d
Thar
n
Bloodw
eave
r/Sc
out
D
evou
rer
Wur
m
5
11
Her
o
4
3
68
Jave
lin
ThR
oW
N
Add S
TR t
o
the
POW
of
this
wea
pon
8
9
3367 5 4 3 43
Tran
sform
as
a fu
ll ac
tion,
or
tran
sform
inst
antl
y fo
r 1
feat
poin
t. C
an t
ransf
orm
bac
k as
a f
ull a
ctio
n.
When
tra
nsf
orm
ed g
ain S
teal
th.
AG
L an
d P
ER r
olls
ar
e b
oost
ed,
but
roll
one
less
die
on IN
T an
d n
on-
Inti
mid
atio
n s
oci
al r
olls
.
Tha
RN
Lea
TheR
S
53
26
4
14
410 15 3
Sacr
al B
lade
Mag
ical
wea
pon. C
an e
mp
ower
(s
ee S
pel
ls)
41
5
42
6
32
5
31
4
41
5
41
5
MO
LGU
R-T
HA
RN
MO
LGU
R-T
RU
L
5 (Q
uive
r)
1
SELf
N
N
BLo
oD
Ma
GIC
: a
CC
UR
aTe
STR
IKe
The
char
acte
rs
next
em
pow
ered
mel
ee w
eap
on a
ttac
k g
ains
a b
oost
ed a
ttac
k ro
ll.
1
SELf
N
N
BLo
oD
Ma
GIC
: BL
eeD
eR If t
he n
ext
emp
ower
ed m
elee
wea
pon
att
ack
deal
s da
mag
e, r
egai
n d3
vit
alit
y.
1
SELf
N
N
BLo
oD
Ma
GIC
: BR
UTa
L ST
RIK
eTh
e ch
arac
ter
s ne
xt e
mp
ower
ed m
elee
wea
pon
att
ack
gai
ns a
n ad
diti
onal
di
e of
dam
age.
2
SELf
N
N
BLo
oD
Ma
GIC
: BL
oo
D B
UR
STIf
emp
ower
ed m
elee
att
ack
dest
roys
a li
ving
cha
ract
er, c
ente
r a
5 A
OE
on it
. En
emie
s in
AO
E su
ffer
bla
st d
amag
e eq
ual t
o en
emy
crea
ture
s S
TR.
DEv
OU
RER
WU
RM
0 G
C
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.Ross Harkin (order #7207955)
-
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 rifle 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 find, testing your talents against some of the mightiest predators the wilds have to offer. To augment your natural talents, you modified the stock of a heavy rifle you took off 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 finding a new land, but the Tharn Zocha made you an offer: help her fix whats wrong 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, thats for 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 fight. 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 filled 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 fight over which bits of a creature he gets to keep or you get to eat, but it usually works itself 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 filled 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 first.
Youre an apex predator and bring your deadly skill with
a rifle 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 hunterThis 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 of several benefits. Characters gain additional benefits as they accumulate experience points. Longchops has Virtuoso: Rifle.
Virtuoso: RifleWhen making a non-AOE attack with his rifle, this character gains an additional die on his attack and damage rolls. Discard the lowest die of each roll. (This benefit can be taken more than once, each time specifying a different military skill.)
amphibiousGatormen 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 SteelWhile this character is unarmored, double his PHY when determining his ARM.
Gnawing hungerA Gatorman must eat at least once every four waking hours. If a Gatorman character does not eat within this timeframe, he suffers 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, trinket, 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 hunterA 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 CoverAt 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.
onslaughtAt 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 StrikeWhen the character hits with a melee attack, he chooses the branch of the targets life spiral or the column of the targets damage grid that is hit, if applicable.
lOnGCHOpsarCHeType: skilleD
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.Ross Harkin (order #7207955)
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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 rifle 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 find, testing your talents against some of the mightiest predators the wilds have to offer. To augment your natural talents, you modified the stock of a heavy rifle you took off 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 finding a new land, but the Tharn Zocha made you an offer: help her fix whats wrong 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, thats for 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 fight. 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 filled 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 fight over which bits of a creature he gets to keep or you get to eat, but it usually works itself 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 filled 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 first.
Youre an apex predator and bring your deadly skill with
a rifle 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 hunterThis 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 of several benefits. Characters gain additional benefits as they accumulate experience points. Longchops has Virtuoso: Rifle.
Virtuoso: RifleWhen making a non-AOE attack with his rifle, this character gains an additional die on his attack and damage rolls. Discard the lowest die of each roll. (This benefit can be taken more than once, each time specifying a different military skill.)
amphibiousGatormen 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 SteelWhile this character is unarmored, double his PHY when determining his ARM.
Gnawing hungerA Gatorman must eat at least once every four waking hours. If a Gatorman character does not eat within this timeframe, he suffers 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, trinket, 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 hunterA 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 CoverAt 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.
onslaughtAt 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 StrikeWhen the character hits with a melee attack, he chooses the branch of the targets life spiral or the column of the targets damage grid that is hit, if applicable.
lOnGCHOpsarCHeType: skilleD
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.Ross Harkin (order #7207955)
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