him physically, such as hull jumping.
Attributes
Dexterity (14): 6/D10 Strength (13): 6/D10 Toughness (11): 5/D8 Perception (11): 5/D8 Willpower (12): 5/D8 Charisma (14): 6/D10
Characteristics
Physical Defense: 8 Initiative: 6/D10 Spell Defense: 7 Physical Armor: 5 Social Defense: 8 Mystic Armor: 2 Death Rating: 32 (40) Recovery Tests: 2 Wound Threshold: 8 Knockdown: 6/D10 unconsciousness Rating: 24 (30)
Combat Movement: 28 Full Movement: 56 Karma Points: 12 Karma Step: 5/D8
Talents
Air Sailing D (3): 8/2D6 Avoid Blow (2): 8/2D6 Battle Shout D (2): 8/2D6 Durability (8/6) (1): 1 Fireblood D (2): 7/D12 Great Leap D (4): 10/D10+D6 Karma Ritual (2): 2
Melee Weapons D (2): 8/2D6 Shield Charge D (2): 7/D12 Versatility (1): 1
Acrobatic Strike (2): 8/2D6
D Indicates a Discipline talent.
Skills
Artisan:
Crystal Carving (1): 7/D12
Knowledge:
Creature Lore (1): 6/D10 Human History (1): 6/D10 General:
Read and Write Language (1): 6/D10
—Dwarf (Throalic)
Speak Language (2): 7/D12
—Dwarf (Throalic), Human Streetwise (1): 6/D10 Wound Balance (1): 6/D10
Equipment
Crystal Buckler (Phys 1; Myst 1; ST 17) Padded Leather (Phys 4)
Battle-Axe (Damage 12/2D10) Short Sword (Damage 10/D10+D6)
2 × Daggers (Damage 8/2D6; Range 9–15–18) Adventurer’s Kit
Climbing Kit
Crystal Carving Tools Trail Rations (1 week) Traveler’s Garb Waterskin
Loot
Silver Earring (worth 15 silver pieces), 15 silver pieces, 1 gold piece
Legend Award
110 Legend Points
Notes
The adept possesses the human racial ability of Versatility.
Yorlk
Like Lark, Yorlk is a Second Circle Sky Raider. Unlike his human friend, the ork enjoys the connection between his Discipline and the barbarian trolls who make up most of its adherents. Yorlk is also a thrill-seeker, getting his kicks from flying airships.
Attributes
Dexterity (11): 5/D8 Strength (18): 7/D12 Toughness (16): 7/D12 Perception (13): 6/D10 Willpower (11): 5/D8 Charisma (9): 4/D6
Characteristics
Physical Defense: 7 Initiative: 4/D6 Spell Defense: 7 Physical Armor: 6 Social Defense: 6 Mystic Armor: 3 Death Rating: 39 (47) Recovery Tests: 3 Wound Threshold: 11 Knockdown: 7/D12 unconsciousness Rating: 31 (37)
Combat Movement: 24 Full Movement: 48 Karma Points: 12 Karma Step: 5/D8
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Talents
Avoid Blow (2): 7/D12 Air Sailing D (4): 9/D8+D6 Battle Shout D (2): 6/D10 Durability (8/6) (1): 1 Fireblood D (2): 9/D8+D6 Great Leap D (2): 7/D12 Karma Ritual (2): 2
Melee Weapons D (3): 8/2D6 Shield Charge D (2): 9/D8+D6
D Indicates a Discipline talent.
Skills
Artisan:
Runic Carving (1): 5/D8 Knowledge:
Games of Chance (3): 9/D8+D6 Scourge History (1): 7/D12 General:
Read and Write Language (1): 7/D12
—Dwarf (Throalic)
Speak Language (2): 8/2D6
—Dwarf (Throalic), Or’zet Streetwise (1): 7/D12 Wound Balance (1): 8/2D6
Equipment
Crystal Buckler (Phys 1; Myst 1; ST 17) Hide (Phys 5; Myst 1; Init 1)
Pole-Axe (Damage 15/D20+D6)
2 × Daggers (Damage 9/D8+D6; Range 9–15–18)
Adventurer’s Kit Carving Tools Trail Rations (1 week) Traveler’s Garb (w/fur cloak) Waterskin
Loot
Gold Nose Ring (worth 15 silver pieces), 15 silver pieces, 6 gold pieces
Legend Award
125 Legend Points
Notes
The adept possesses the ork racial abilities of Low-Light Vision and Gahad.
Tarlinna
Though no one in Travar remembers it, Tarlinna is Mad Marnic’s niece and has inherited the family apti-tude for magic. Her Elementalist uncle taught her several protective spells when she was a child. Unfortunately for Tarlinna, Marnic attempted a spell powered by raw magic and attracted the attentions of a Horror, which drove him insane within weeks. With Marnic incapacitated, Tarlin-na’s tutelage came to an abrupt halt.
Tarlinna is eager to continue learning the Discipline of the Elementalist, especially after the death of her fiancé.
She sees adventuring with the characters as a way to leave Travar and its painful memories behind her. Tarlinna is a First Circle Elementalist.
Attributes
Dexterity (13): 6/D10 Strength (9): 4/D6 Toughness (9): 4/D6 Perception (14): 6/D10 Willpower (17): 7/D12 Charisma (15): 6/D10
Characteristics
Physical Defense: 7 Initiative: 6/D10 Spell Defense: 8 Physical Armor: 3 Social Defense: 8 Mystic Armor: 3 Death Rating: 30 Recovery Tests: 2 Wound Threshold: 7 Knockdown: 4/D6 unconsciousness Rating: 21
Combat Movement: 26 Full Movement: 52 Karma Points: 10 Karma Step: 5/D8
Talents
Read and Write Magic D (1): 7/D12 Read and Write Language (2): 8/2D6
—Human, Sperethiel Karma Ritual (1): 1 Spellcasting D (2): 8/2D6 Spell Matrix (1): 1 Spell Matrix (1): 1
Thread Weaving (Elementalism) D (2): 8/2D6
D Indicates a Discipline talent.
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Skills
Artisan:
Robe Embroidery (1): 7/D12 Knowledge:
Horror Lore (1): 7/D12 Magic Lore (1): 7/D12 Travar History (1): 7/D12 General:
Flirting (1): 7/D12
Read and Write Language (1): 7/D12
—Dwarf (Throalic)
Speak Language (3): 9/D8+D6
—Dwarf (Throalic), Human, Sperethiel Streetwise (1): 7/D12
Equipment
Leather (Phys 3)
Dagger (Damage 6/D10; Range 9–15–18) Adventurer’s Kit
Tiger Bandana
Patterned White and Blue Dress Embroidered Robe
Embroidery Tools Grimoire
Trail Rations (1 week) Traveler’s Garb (w/fur cloak) Waterskin
Spells
Air Armor M, Earth Blend M, Heat Food, Purify Water, Resist Cold, Resist Fire
M Denotes a spell currently attuned to a Spell Matrix.
Loot
Gold Earrings (worth 30 silver pieces)
Legend Award
110 Legend Points
Notes
The adept possesses the human racial ability of Versatility.
Radlin
A young elf with considerable courage but little experi-ence, Radlin has not yet achieved his goal of becoming an adept. His brush with death aboard the Crimson Dawn has left him with plenty of guilt about his survival and a desperate need to prove himself. As a recent recruit to the Flying Patrol, he remains unsure of his abilities.
Attributes
Dexterity (15): 6/D10 Strength (11): 5/D8 Toughness (9): 4/D6 Perception (11): 5/D8 Willpower (13): 6/D10 Charisma (11): 5/D8
Characteristics
Physical Defense: 8 Initiative: 6/D10 Spell Defense: 7 Physical Armor: 4 Social Defense: 7 Mystic Armor: 1 Death Rating: 30 Recovery Tests: 2 Wound Threshold: 7 Knockdown: 5/D8 unconsciousness Rating: 21
Combat Movement: 32 Full Movement: 64
Skills
Artisan:
Tattooing (1): 6/D10 Knowledge:
Airships (2): 7/D12 General:
Air Sailing (1): 7/D12 Melee Weapons (1): 7/D12
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Read and Write Language (1): 6/D10
—Dwarf (Throalic)
Speak Language (2): 7/D12
—Dwarf (Throalic), Sperethiel
Equipment
Buckler (Phys 1; ST 17) Leather (Phys 3)
Broadsword (Forged +1; Damage 11/D10+D8; w/scabbard) Dagger (Damage 7/D12; Range 9–15–18)
Adventurer’s Kit Tattooing Tool Trail Rations (1 week) Traveler’s Garb Waterskin
Loot
Silver Earring (worth 15 silver pieces)
Legend Award
45 Legend Points
Notes
The character possesses the elf racial ability of Low-Light Vision.
Rasper Nor
The human Nethermancer Rasper Nor looks every bit of his ninety years, but the presence of the Horror Tyran-nisis within his physical shell allows him to move with the speed and strength of someone half that age. Long, white hair brushes his shoulders and cascades from his pointed chin and nose. Rotting teeth jut out of a snarling mouth framed by thin, cracked lips. In the only unmistakable, physical sign of Tyrannisis’s presence, Rasper Nor’s pitch-black eyes have no whites, and resemble those of a shark.
Because Rasper Nor and Tyrannisis once existed as separate entities, they each have their own game statistics.
As long as Tyrannisis remains within Rasper Nor’s body, the Nethermancer’s statistics apply. Note that Tyrannisis can use his Horror powers in any form he takes.
Attributes
Dexterity (12): 5/D8 Strength (15): 6/D10 Toughness (16): 7/D12 Perception (18): 7/D12 Willpower (18): 7/D12 Charisma (17): 7/D12
Characteristics
Physical Defense: 7 Initiative: 1/D4-2 Spell Defense: 11 Physical Armor: 10 Social Defense: 10 Mystic Armor: 3 Death Rating: 39 (67) Recovery Tests: 3 Wound Threshold: 11 Knockdown: 6/D10 unconsciousness Rating: 31 (52)
Combat Movement: 24 Full Movement: 48 Karma Points: 20 Karma Step: 10/D10+D6
Talents
Animal Possession (4): 11/D10+D8 Astral Sight D (7): 14/D20+D4 Durability (4/3) (7): 7 Enhanced Matrix (5): 5 Frighten (7): 14/D20+D4 Karma Ritual (6): 6 Lifesight D (7): 14/D20+D4
Read and Write Magic D (7): 14/D20+D4 Read and Write Language (2): 9/D8+D6
—Human, Windling
Spellcasting D (7): 14/D20+D4 Spell Matrix (7): 7
Spell Matrix (7): 7 Spell Matrix (7): 7 Spell Matrix (7): 7
Spirit Dodge D (7): 14/D20+D4 Spirit Hold D (7): 14/D20+D4 Spirit Talk D (7): 14/D20+D4 Summon D (7): 14/D20+D4
Thread Weaving (Nethermancy) D (7): 14/D20+D4 Willforce (7): 14/D20+D4
D Indicates a Discipline talent.
Italicized talents require Karma.
Skills
Artisan:
Robe Embroidery (4): 11/D10+D8 Knowledge:
Horror Lore (7): 14/D20+D4 Scourge History (7): 14/D20+D4 General:
Melee Weapons (3): 8/2D6
Read and Write Language (1): 8/2D6
—Dwarf (Throalic)
Speak Language (3): 10/D10+D6
—Dwarf (Throalic), Human, Windling Taunt (4): 11/D10+D8
Wilderness Survival (4): 11/D10+D8
Equipment
Storm Armor (Rank 4; Phys 10 [Phys 13 vs. fire]; Init 4;
see New Magical Treasures, p. 347)
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Commentary
This Horror inhabited the Nethermancer Rasper Nor’s dying body, keeping the magician’s physical shell alive throughout the centuries of the Scourge.
Using Rasper Nor’s memories and abilities in addition to its own Horror powers, Tyrannisis has spent centuries trying to remove the Tome of Banishment from its tomb in the windling kaer so that it might use the arcane knowl-edge contained in the book to summon more Horrors and their minions to ravage Barsaive.
Rules
If Rasper Nor dies, his death drives Tyrannisis from the Nethermancer’s body. A tattered, shadowy form wafts out of the Nethermancer’s nose, mouth, and ears, gradually manifesting into Tyrannisis’s True form. This process takes 2 combat rounds, during which time the Horror’s Physi-cal Defense is halved to 6. Once manifested, the enraged Horror will fight his enemies to the death. Unable to com-mand the Nethermancer’s abilities, Tyrannisis can only cast spells available to a Third Circle Elementalist—Rasper Nor’s game statistics no longer apply. Because its manifest form is not completely tangible,
the Horror cannot wear the Storm Armor or wield the banesword,
Screech.
Banesword Screech (Rank 1; Damage 11/D10+D8 [16/D20+D8 versus last race slain by sword—a windling soul; see New Magical Treasures, p. 344])
Dagger (Damage 8/2D6; Range 9–15–18) Grimoire
Peasant’s Garb
Spells
Nethermancy (any up to Seventh Circle): Blind E, Constrict Heart M, Friendly Darkness M, Spirit Grip M, Wither Limb M
M Denotes a spell currently attuned to a Spell Matrix.
E Denotes a spell currently attuned to an Enhanced Matrix.
Loot
210 gold pieces and 7 gems worth D20 silver pieces in a chest aboard the Shadow Skulker
Legend Award
4,625 Legend Points
Notes
The adept possesses the human racial ability of Versatility.
Fourth Circle: Karma on Perception-only Tests Fifth Circle: Karma on Willpower-only Tests Sixth Circle: +1 Spell Defense
Seventh Circle: +1 Social Defense
Tyrannisis
DEx: 8 STR: 6 TOu: 6
PER: 8 WIL: 8 CHA: 7
Initiative: 8 Physical Defense: 12 Number of Actions: 2 Spell Defense: 10 Attack (2): 10 Social Defense: 10
Damage: Physical Armor: 6
2 × Claws (6): 12 Mystic Armor: 4 Death Rating: 38 (66) Recovery Tests: 3 Wound Threshold: 10 Knockdown: 6 unconsciousness Rating: Immune Combat Movement: 24/64 Full Movement: 48/128
The second value is the Horror’s flying Movement rate.
Karma Points: 20 Karma Step: 10 Powers: Animate Dead (4): 12, Astral Sight (4): 12, Corrupt Karma (4): 12, Durability (4), Forge Horror Construct (5): 13, Karma Tap (2): 10, Horror Mark (7): 15, Manifest, Possession (3): 11, Spellcasting (3): 11, Thread Weaving (Elementalism) T (3): 11, Thought Worm (1): 9 Spells: Elementalism (Third Circle)
Legend Points (2): 2,100 Equipment: None Loot: None
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Charboyya the dwarf paced through his suite of rooms for what felt like the thousandth time, listening absently to the busy chatter that drifted up from the floor below. He owned the finest trading house in Bartertown—by the Pas-sions, he did. A fine house, for which he’d sacrificed much and sweated hard. But just now, he found it worth less to him than a mouthful of stale bread after a long day’s jour-ney. Had he fewer worries, Charboyya might have laughed at the irony.
“The very finest fabric in the house, my dear Marchesi!”
boomed a voice from below, momentarily drowning out the rest. Charboyya smiled briefly as he recognized the bass rumble of his most enthusiastic salesman. Lanteer was a t’skrang wanderer who every month seemed to have a new explanation for why he made his home so far from the Ser-pent River. But the lizard-man loved nothing more than driving a good bargain, and Lanteer was the closest thing to a true friend Charboyya had known since leaving his vil-lage many long years ago.
Thinking of his village reminded Charboyya of his worries. He forced himself to stop his restless pacing and buried his hands in his bushy, red hair, pressing his bare toes against the thick, soft carpet that covered the floor of his sleeping room. How different the carpet felt from the hard, unyielding soil of the savanna that surrounded Hanto, one of the countless tiny villages that dotted the lowlands like fleas on a dog. Much like a dog, the land seemed deter-mined to shake off the villagers, or so Charboyya often thought. But for almost a century, folk like Charboyya’s family and their fellow villagers struggled, driven by an indomitable determination to survive. Eventually they had beaten the land into a stalemate, if not submission.
Charboyya felt a rush of pride remembering his peo-ple’s quiet courage, but he also suffered a creeping sense of shame. How little he had understood his fellow villagers, and what scant value he had given their love and concern
for him. As one of the first generation born above ground, he had believed the elders of Hanto permanently scarred by their time in the kaers, their vision forever stunted by the terrors they had experienced. They had longed so much to restore the simple life of their ancestors that, once freed, they approved of no other way of life.
Charboyya cared nothing for farming, however. He had heard that beyond the walls of Hanto lay a whole world for the taking, a new world full of endless possibilities. But most of the villagers followed the lead of the elders and shunned the new, the exciting, the different. They pre-ferred to waste time striving to recreate a way of life that had probably never existed except in the desperate dreams of their kaer-bound grandparents. Charboyya had scorned such faint-heartedness, forgetting the harsh realities that fostered the elders’ fears. Like all of Barsaive’s small settle-ments, Hanto faced the constant threat of attack by bandits, scorchers, slavers—even Horrors. Its people had good reason to fear the unfamiliar. Young and brimming over with his own wisdom, Charboyya had judged them hard-hearted and narrow-minded. He had left them in anger, believing they ridiculed his ambition to make his fortune in the new Barsaive. He had been too angry and too proud to see the truth.
Wisdom gleaned during the passage of years gave Char-boyya new eyes, however, and now he saw that his family and friends had not scorned him. They had feared for his safety, feared that chasing foolish dreams would bring him only disillusionment. His success had proved their con-cerns unfounded. Happy in his new vocation, Charboyya had long ago forgiven his folk their doubts and now felt him-self not quite whole unless he had occasional word of life in Hanto. Charboyya’s successful trading house and indus-trious workers filled the place in his heart that a wife and children might fill for another dwarf, but he still thought of his family and friends in Hanto often and fondly. When he