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16 Vampire, Orlok 22 Vampire, Orlok 0 Winter Wolf 6 Winter Wolf

STRAIN WOUND STRAIN WOUND


Nemesis Nemesis Minion Minion

Br 4 6 Talents: Adversary: 2. Br 3 4 Talents: none.


Abilities:
Ag 3 0 • Death Sight: Suffers no Perception penalties at night or in total darkness. Ag 3 0 Abilities:
• Undead: Immune to poison, disease, and sleep, needs no air, water, food.

Int 3 0
• Sunlight Vulnerability: While exposed to sunlight suffers 2 Wounds per
Int 2
• Pack Tactics: When using the assist maneuver,
turn. If Wounds are over Threshold, it collapses into dust. 0
• Regeneration: Heals 3 wounds at the start of their turn,unless in sunlight. winter wolves add instead of .
Cu 4 2 • Terrifying: At start of encounter, all foes make a Daunting( )fear Cu 3 0 • Iceborn: Aa winter wolf does not suffer
check (incidental).
damage from natural cold or ice, and doubles its
WP 4 1 • Command Beasts: Can direct the actions of beasts(rats,bats,insects,wolves WP 1 1 soak for purposes of reducing damage from
spiders,) with a Willpower lower than 3 within Long range (incidental).
Pr 2 • Wall Crawler: May move along walls/ceilings.Athletics check not needed. Pr 2 magical cold.
• Vampire's Embrace: A vampire that Ensnares its foe with its Claws attack
4LJMMT may spend  or  to make a Bite attack against the target. If bite is 4LJMMT
Athletics(3):  Coordination(3): successful, the vampire heals wounds equal to damage inflicted after soak. Athletics Brawl
Brawl(4):  Coercion(3):  • Pestilent Bite: A living foe bitten by an Orlok vampire must make a
Daunting( ) Resilience check or become afflicted with a wasting
Perception Ranged
Perception(3):  Stealth(4):  disease. The foe immediately reduces its wound and strain thresholds by 4
Vigilance(3):  each. Each day, the target must repeat this check until it succeeds, or dies. A
8FBQPOT character that dies while afflicted by the disease will rise at night, a vampire. 8FBQPOT
• Mist Form: When the vampire's wounds pass threshold, it dissolves into
Claws: Brawl; Dmg 7; CR 3; Range (Engaged); an eerie mist and attempts to return to its resting place. If it cannot return Bite: Brawl; Dmg 6; CR 2; Range (Engaged);
Ensnare 2, Vicious 2. to its resting place before dawn, or is exposed to direct sunlight, it is Vicious 1.
destroyed. If it reaches its resting place, it reforms and is Incapacitated until
Vampiric Bite: Brawl; Dmg 6; CR 2; Range the next sunset, when it arises, fully restored. If the vampire is slain in its
Icy Blast: Ranged; Dmg 6; CR 3; Range (Short);
Source: Creature Catalogue
(Engaged); Pierce 3, Vicious 3. resting place while Incapacitated, it is destroyed. Blast 6, Ensnare 3, Slow Firing 2.
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0 Yeti 20 Yeti 0 Griffon 15 Griffon


STRAIN WOUND STRAIN WOUND
Rival Rival Rival Rival

Br 5 6 Talents: none. Br 3 4 Weapons continued:


Wing Buffet: Brawl; Dmg 4; CR 5; Range
Ag 2 0 Ag 4 0
Abilities: (Engaged); Stun 3, Knockdown.
Int 1 0 • Silhouette: 2. Int 1 1
• Camouflage: In snowy or mountainous Talents: none.
Cu 3 0 environments, a Yeti adds to Stealth checks. Cu 2 0
• Cold Adapted: Yeti are immune to the effects Abilities:
WP 1 2 WP 1 2 • Silhouette: 2.
of cold or freezing environments.
Pr 1 Pr 1
• Flyer: Must spend one maneuver per turn to
stay aloft.
4LJMMT 4LJMMT • Swoop Attack: After making a Brawl combat
Brawl(3):  Resilience(3):  Athletics(3):  Brawl(2):  check while flying, a griffon can move from
Stealth(3):  Survival(3):  Coordination(2): Perception(2):  engaged to short range of the target as an
Vigilance(2): 
incidental.
8FBQPOT 8FBQPOT
Claws: Brawl; Dmg 8; CR 3; Range (Engaged); Bite: Brawl; Dmg 6; CR 2; Range (Engaged);
Pierce 2, Vicious 3. Vicious 1.
Claws: Brawl; Dmg 5; CR 3; Range (Engaged);
Linked 1.
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