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