INGRESOS INTERNOS I PIS
NOTAS SOBRE LA SITUACION FISCAL y LA CRISIS BANCARIA
Thalusai (“Stranger”)
Villain
TN to be Hit: Varies by Skill Brawn: From 3–6
Finesse: From 2–5 Resolve: From 2–5 Wits: From 1–4 Panache: From 1–4
Attack Roll: Varies by Skill
Damage: Varies by Attack, Barehanded Damage is 0k2 Skills: Any, Ranks 1–5, Parry (Chitin Plate) 3
Description: Thalusai Strangers appear to be a cross
between a human and an insect. Thick, chitinous plates protect the creature’s forearms and shins, while its oddly jointed legs allow it to make prodigious leaps. Although the creatures have only four fingers, they are surprisingly dextrous and nimble, their limbs possessing enormous strength.
Special Abilities: Strangers receive the Parry (Chitin
Plate) Knack at Rank 3 for free. This represents their ability to parry blows using the hard, chitinous plates on their arms and legs. In addition, a Stranger may spend one Action to perform a leap, which allows the creature to move up 3 Levels at once.
Creating a Stranger: Strangers are designed in the
same way as any character. They receive +2 Brawn, +1 Finesse, and +1 Resolve. Their maximum Brawn is 6, while their maximum Wits and Panache are 4 (although these numbers can be modified by Advantages). Strangers have access to any non-nationality-specific Advantage the GM is willing to let them buy. They also receive all the abilities above for free. Their main drawback is that Civil Skills and Knacks cost twice as much as normal to purchase and later advance. Strangers may not purchase Sorcery, Shamanism, or an Arcana, and they do not receive Drama dice.
However, they receive a Disguise Ring with an image of their choice, a Voice necklace, and a Lens Blade with two Light Batteries for free.
A Stranger’s average lifespan is several centuries, so they must periodically acquire new human identities as their old ones “wear out.” The most cunning have learned to link their new identities with their old, passing on titles and possessions to an “heir” or “apprentice” who is merely the same Stranger with a new face.
Night
Villain
TN to be Hit: Varies by Skill Brawn: As in Life
Finesse: As in Life
Resolve: As in Life +2 (maximum 7 without modifier) Wits: As in Life –1 (maximum 4 without modifier) Panache: As in Life
Attack Roll: Varies by Skill Damage: Varies by Attack Skills: Any, Ranks 1–5
Description: The Nights are members of die Kreuzritter
who have been killed while walking the Paths. They appear just as they were after being killed, complete with all the wounds that resulted in their death. To date, they have only been encountered in the Dark Paths, and the Knights pray that these dark döppelgangers will never find a way to reach
Théah.
Whatever force animates their corpses also drives them mad. These creatures might be paranoid or homicidally enraged, or even believe that they are still alive.
There are at least 17 Nights walking the Dark Paths. Of these, 15 are in the control of the creature known as Judith. The remaining two are working towards their own ends. The first was once a Knight named Alcala, who now searches endlessly for a golden locket that contained a picture of his wife. The other was called Lakov, and he has come to the rescue of Knights in danger in the Dark Paths
on more than one occasion. Others may exist, but the Knights are currently unaware of them.
It is unclear what determines the motivation of a newly- created Night. Judith, for instance, seeks the destruction of every living creature in the world; to do that she must escape the Dark Paths. Apparently, the Nights lose their Nacht sorcery when they die. However, Judith correctly believes that if she can acquire a Cloak of Shadows, it will let her enter the real world when she puts it on and raises the hood. Knights are under orders to keep the Cloaks out of her hands at all costs.
Faith
Special Abilities: The Nights have two primary special
items at their disposal — shadow armor and the dark blades. The creatures’ own energies generate these items, and if the Night is killed (as normal, by suffering Dramatic Wounds equal to twice his Resolve), they (and the Night) fade away to nothing.
Shadow Armor: A Night can project black armor around
himself by spending one Action. The armor lasts as long as he wants it to, but he can end the effect at will. While it is in place, the Night rolls two extra Kept dice on Wound Checks; whenever he fails a Wound Check, he divides the amount he failed by in half (rounding down) before suffering any additional Dramatic Wounds.
Dark Blade: This is identical to the Dark Blade described in
the Secrecy Chapter (page 78).
Becoming a Night: When a Hero is killed in the Dark
Paths, he will rise again as a Night after 24 hours. His Traits are modified as listed above, though his Skills and Knacks remain the same. In addition, he gains the ability to project a suit of shadow armor and a dark blade at will. However, he loses the ability to leave the Dark Paths (although a Cloak of Shadows would let him escape), and he must roll on the chart below to determine what form of insanity he acquires as a result of the process.
1–3: The Hero becomes convinced that his undead state
can only be cured through some esoteric method, such as retrieving a personal item or seeking forgiveness from a wronged person.
4–5: The Hero becomes paranoid, feeling that everyone is
out to destroy him. He may try to fool others into believing he is harmless, and then attack them when the opportunity presents itself.
6–8: The Hero acquires a powerful hatred of all living
things. He will attack anyone he sees on sight.
9–0: The Hero believes that he is still alive. He is unsure
why he is trapped in the Dark Paths, but he wants to get out and carry on with his life as soon as possible. He notices nothing wrong with his appearance and doesn’t remember being killed.
Creating a Night: The simplest way to create a Night is
to create it as a living character first and then kill it, using the conversion process above. Nights are not recommended as Heroes, for obvious reasons.