Pięć Smaków Barsawii
Kamienny Obrońca Natury [ Purifier III ]
ZR 16 (7 / k12) [upgrade +1]
SF 19 (8 / 2k6)
ŻW 16 (7 / k12)
PR 13 (6 / k10)
SW 13 (6 / k10)
CH 10 (5 / k8)
Obrona: Fizyczna 10 [dyscyplina +1]; Magiczna 7; Społeczna 6
Pancerz: Fizyczny 4 (Skóra [rasowe] 3, Karwasze 1); Magiczny 1
Udźwig: 115 kg
Próg życia: 60
Próg ran: 14 [rasowe +3]
Próg przytomności: 49
Testy zdrowienia: 3, stopień k12
Punkty Legend: 3915
Acrobatic Strike II + 7 (ZR) = 9 / K8 + K6
The adept performs flips, somersaults, or similar acrobatic
maneuvers, making him harder to hit. He must be able to
move and have sufficient space to perform maneuvers in. The adept
makes an Acrobatic Strike Test against the highest Physical Defense
of any opponents in close combat range (1 hex) and must then attack
one of the opponents in close combat. If both the Acrobatic Strike
Test and the Attack Test are successful, the adept adds his Acrobatic
Strike Rank to his Physical Defense against the opponents
for the remainder of the round. If the adept is Knocked Down or
otherwise finds his movement restricted, he loses this bonus.
Avoid Blow III + 7 (ZR) = 10 / 2K8
The adept avoids injury by dodging blows directed against him.
When attacked in close or ranged combat, the adept makes an
Avoid Blow Test against his opponent’s Attack Test result. Dodging
a ranged attack requires a Good Result. If successful, the adept
avoids the blow—he sees the attack coming and dodges out of the
way at the last moment. The adept can dodge a maximum number
of attacks equal to his Avoid Blow Rank each round, but only one
attempt per Attack Test. An adept cannot use Avoid Blow if he is
Blindsided or Surprised by his attacker.
Durability (7/6) III
Swift Kick III + 7 (ZR) = 10 / 2K8
If the adept has free use of a leg (or tail, if a t’skrang) and a higher
Initiative Test result, he may kick an opponent by making a
Swift Kick Test against the target’s Physical Defense, as an additional
attack in close combat. If successful, the adept makes an
unarmed Damage Test as in unarmed combat.
Tiger Spring II
The adept reacts more quickly than normal in combat, adding
his Tiger Spring Rank as a bonus to his Initiative Test that
round. For example, an adept with Tiger Spring at Rank 3 gains a
+3 bonus to his Initiative Test. Tiger Spring can be used with other
talents that improve Initiative, such as Air Dance.
Body Control III + 8 (SF) = 11 / K10 + K8
Body Control hardens the parts of the adept’s body
used for unarmed strikes. Until the end of the round,
the adept makes Body Control Tests as his Damage Tests in
unarmed combat. Body Control does not enhance damage
for attached weapons. Abilities that substitute for the adept’s
Strength Step substitute for the Strength Step when determining
the Body Control Step.
Clay Skin II + 7 (ŻW) = 9 / K8 + K6
The adept uses a Recovery Test to make a Clay Skin Test,
adding the result to his Death and Unconsciousness Ratings
for Clay Skin Rank hours. When active, his muscles and ligaments
toughen and his skin takes on the appearance of clay or mud. Even
if the adept falls unconscious, the talent remains in effect.
Karma Ritual II (3x)
Unarmed Combat III + 7 (ZR) = 10 / 2K8
The adept makes an unarmed attack in close combat using his
hands, feet, or another body part against, or making a Grappling
attack to restrain, an opponent. The adept makes an Unarmed
Combat Test against the target’s Physical Defense. If successful,
the attack hits the target. Unless noted otherwise, the adept uses
his Strength Step only for the Damage Test.
Wound Balance I + 8 (SF) = 9 / K8 + K6
The adept firmly stands his ground, substituting his Wound
Balance Step for his Strength Step when making any Knockdown
Tests while supporting and balancing his own weight (as
opposed to being mounted or carried by another character).
Lifesight II + 6 (PR) = 8 / 2K6
The adept can see the strength and composition of another
being’s life force by making a Lifesight Test and comparing
the result against the Spell Defense of each living being within
Lifesight Rank × 10 yards. If successful, the adept can see that target’s
life force—which appears as an interpretation of their astral
imprint—for a number of rounds equal to his Lifesight Rank, and
gains qualitative information about it. A vibrant, healthy life force
appears as a strong but delicate latticework of light and opalescent
force. Weaker life forces are dimmer, and parts of the latticework
may appear warped or broken. The life force of a character near death
shows almost no visible latticework, just a few disconnected bright
spots, one or more of which is fading. An adept can use Lifesight to
view a target’s life force through solid, non-living objects. For example,
a character could see the life forces of people hiding behind a brick
wall, but not someone hiding inside the bole of a tree.
Duża, czarna pała i coś przykrywające krocze.
No taki kloc trochę.
Włóczę się już trochę po Barsavii
Wrogowie i Przyjaciele:
Things that need to be purified!
Goryle, bez kitu goryle.