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The Eye of Sigmar

A Scenario for Warhammer Fantasy Roleplay

Written By Dan Cole


Original Art By Dan Cole
Proofread By: Danielle Tharp, Tim Cole,
Murphy, Roy Whitford

Contents:

A Forward to Games Masters.....................................2

A Beginning and Introducing of Characters………..2

In Which the Dramatis Personae are Learnt Of…....3

In Which the Temple is Reached…………….………5

In Which Things are Discovered…………….………6

In Which Events Come to a Climax……….………...7

Appendix I: Character Profiles……………………..9

Appendix II: Character Portraits………………..12

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A Foreword to travelers!” If any of the PCs respond,
Games Masters the group quickly closes the gap to
The following scenario is meant introduce themselves. An Easy (+20)
for a one-night game in which a group of Common Knowledge (Empire) Test
relatively experienced players will allows anyone to recognize a few
encounter an eccentric group of NPCs. individuals: the man that called out is a
Although the scenario is meant for PCs Witch Hunter, a tall man dressed in
that are in or near their second career, it black leather with a wide-brimmed hat
can easily be tailored to make it easier or and shining armor, whilst another is
more challenging. obviously a Warrior Priest of Sigmar,
This main idea of this scenario is dressed in the white robes and gleaming
for the PCs to meet and befriend the armor of his order, and wielding a large
other group of travelers, learn a great two-handed hammer. The other two
secret, and overcome a moral dilemma. men’s occupations aren’t as obvious; the
The leader of the group of NPCs is last man riding a horse is a huge man
Herman Colburg, a Witch Hunter, but he covered in scars and wearing sheets of
also has a terrible secret: he is a mutant. metal lashed together as armor. The last
As a child he was shot with a Skaven man, on foot, is easily the most
Jezzail and the warpstone bullet caused a eccentric. He is nearly naked, with only
mutation of his right eye. With this eye ragged pants and scars and wounds
he essentially has the Witchsight ability. covering his body. He has a head full of
He can see magic and sense Chaos. This dark blonde hair and a beard to match.
makes Herman the perfect Witch On his forehead is a crudely carved
Hunter; no mutant or heretic can hide twin-tailed comet. He is also hugging a
from his gaze. However, it also makes huge (and often used) flail.
him what he hunts. If the PCs act friendly, this new
It is the PCs job to figure out group introduces themselves: the Witch
Herman’s secret, decide whether to kill Hunter is Herman Colburg of Nuln, the
him or not, and if they chose to, do it Warrior Priest introduces himself as
successfully without being killed Brother Markus, also from Nuln, the
themselves. huge man says he is Jurgen, “the
bodyguard,” and the crazed looking
A Beginning and Introducing of fellow quickly shouts “I’m K-K-Karl!”
Characters while darting his eyes all about. Herman
While the PCs are journeying asks about the PCs and invites them to
down a forested road, preferably in the join him and his companions, for more
Empire, but Lyonesse in Brettonia will swords mean more safety. If the PCs
do as well (near the town of ask, he tells them they are journeying to
Sigmarsheim), they spot another group a chapel of Sigmar not far from where
of travelers. A Perception Test (with the they are. He believes they would reach it
normal bonuses for excellent vision) will that evening and spend the night there. If
enable a character to see four human the PC’s seem hesitant, like they are in
sized individuals, three riding horses and the middle of a task, Markus suggests
one on foot. As the PC’s get closer, one that a note from a High Priest of Sigmar
calls out in a friendly voice: “Hail could help if the delay would get the PCs

2
into any trouble. If they PCs still seem As for conversations, he tries to keep it
hesitant, or suspicious, Herman and his light, but attempts to find out what he
group might continue on without them. can about the PCs. He is a Witch Hunter
There is no need to force players into a after all, and suspicion is his trade. If
scenario they do not want to take part in. there are any wizards in the party, he
If the PCs do decide to journey will do his best to avoid talking to them,
with them, Herman promises hospitality, so as not to be caught in a hostile spell.
at least one night with a roof over their If the PCs ask, Herman and his
heads and at least one fine meal at the company are on their way to the nearby
chapel. During the trip, the PCs have a chapel which is on the way to the next
chance to get to know these fellow large city (this depends on the setting of
adventurers. None of these characters your campaign. They could easily be
have any racial prejudices, although heading to Nuln, Middenheim, or
Herman and Markus will be weary of Altdorf, or even Sigmarsheim in the
any human wizards, although they have Lyonesse province of Brettonia).
less of a problem with elves. Herman is reluctant to talk about their
reasons for journeying, but will provide
In Which the Dramatis Personae the following information if pressed:
are Learnt Of Herman and Markus set out from
This section will deal with each Nuln to Altdorf more than a year ago to
character individually, describing how look into a cult of Chaos there. After
they would act and converse during the they succeeded in destroying it, a few
trip. If your group is into heavy role- attempts on their lives were made.
playing scenarios, this section is for you. Herman decided it would be a good idea
On the other hand, if your group is to hire some extra muscle, and found
content with a night of dice rolling Jurgen. While they left the city, they
fights, you might want to get the basics happened upon Karl, who had heard of
here and move on to the section where their fame as cult destroyers and wished
the action picks up. to align himself with them. After the
group had a few more adventures, such
Herman Colburg (Witch Hunter)- as rooting out and killing a Warlock,
Herman is a younger man, in his late stopping a mad vampire’s plot to take
twenties with long black hair and a stern over Sylvannia and any other such tales
face. He has a black goatee and eyes that of heroism you desire for them to have,
always seem to be hidden in the shadow they decided to take a break in the
cast by his wide brimmed hat. He is nearest big city at the temple of Sigmar
dressed in a long black leather overcoat there, and they are on the way now.
with gleaming armor showing Suspicious players, or greedy
underneath. While he is pleasant to talk ones, can take note that Herman carries
to, he is very hard to read. He talks in a two leather bound tomes on his person.
very straight-forward manner, with little An Easy (+20%) Common Knowledge
to no body language. He tends to not (Empire) test reveals that all warrior
make eye contact as well, constantly priests keep a copy of the Deus Sigmar
looking ahead on the road. on them at all times. It is a wonder that a
person would have two books with them,

3
especially whilst adventuring like Success: Jurgen tells the member that he
Herman does. This should be highly works for Herman only because he pays
suspect. well. He cares nothing for destroying
Chaos, because if he doesn’t, there are
Brother Markus (Warrior Priest) - obviously people out there who will in
A burly man dressed in the white cloth his place. He also doesn’t trust Herman
of Sigmar, Markus is much older than all that much. He always seems to know
Herman, probably in his mid 50s. too much about what is going on, and
Markus is heavily muscled as can be Herman has made hints about Jurgen’s
assumed from carrying his huge two- own past, even though he’s never spoken
handed Warhammer for years. He wears to him about it.
a salt-and-pepper beard, but like all One Degree of Success: Same as above,
Warrior Priests of Sigmar, his head is plus Jurgen will mention how Herman
shaven clean. Markus is especially found him in Altdorf while looking for a
friendly toward Humans and Dwarfs, bodyguard. Jurgen will briefly mention
though he is not unkind to Elves or how Herman challenged him to a one-
Halflings. He treats wizards, especially on-one first blood match to see if he was
Human, with the same disdain as worth the money and how he won.
Herman. Unlike Herman, Markus talks Two Degrees of Success: Same as above,
like a man who has seen much. Very plus Jurgen will go a little further into
often he finds himself speaking with his his past, how he used to be a Judicial
hands, and often will touch the listener Champion for a powerful noble up north
by patting them on the shoulder. His who died in the Storm of Chaos.
voice is deep and loves to tell of stories Three Degrees of Success or better:
of the groups many adventures (see Again, same as the last result, but Jurgen
Herman). The PCs should take a liking will go even further into his past about
to Markus, as he is probably the most how he was a Pit Fighter in Middenheim
charismatic (not to mention sane) for many years of his life.
individual the PCs meet.
Crazed Karl (Flagellant)-
Jurgen (Judicial Champion)- He is by far the most eccentric. Most
Jurgen is the least social of the group. PCs warm up to Karl, as he is clearly
He is a huge man, roughly 6’2” and 250 insane, but entertaining. Any PCs of the
pounds. He is layered with muscles and cloth might be a bit suspicious of him, as
scars to match. He forgoes traditional he rants about daemons, but he is
armor for large sheets of metal lashed completely harmless. Karl is a tall, lean
together with leather straps. He keeps his man in his late 20’s, though he looks
hair cropped short and his face shaven much older. He has an unkempt beard
clean. Most of the time he will talk in and scraggly hair starting to form
grunts, but a charismatic (and most dreadlocks. He wears old, tattered livery
likely female) member of the group of Middenheim, although he has long
could get him talking. If your party is the discarded the armor.
type to make skill tests in lieu of Things to note about his physical
roleplaying this chart might help: appearance include: the highly defined
Charm Test: muscles, the lack of clothing (only torn

4
pants and a shirt that covers little), the the road. The entrance to this path is
crazy eyes, myriad of scars, and his marked with two torches, both burning
stomach. His stomach is of note due to brightly. Herman halts the group 50
the fact that he has a very prominent scar yards from the torches and dismounts.
running from his right hip to nearly his He asks Markus, Jurgen and Karl to stay.
left nipple. If questioned, he will rant He then looks to the PCs and picks the
and rave about a crazed daemon witch one that most looks like a worthy scout
who stole his belly button. He is utterly and asks them to join him.
convinced that the daemons are coming Herman and the PC stalk through
back to take the rest of him to the Realm the underbrush towards the Temple. The
of Chaos, as they were unable to finish great building sits in the middle of a
what they started with his belly button. clearing. It is an old stone Temple, most
PCs might not believe this crazy story, likely run by an Anointed Priest and a
but he did, in fact, gain the scar during a handful of initiates. It is not nearly as
fight with a Daemonette of Slaanesh grand as a Temple of any large city, but
during the invasion of Middenheim. it could easily seat 100 parishioners,
Karl is quite insane; he suffers though that many never attend. The
from the Numbness described on page front doors are closed with a torch
66 in the Tomb of Corruption. Karl burning on either side. Another
should be a fun character to roleplay by noteworthy detail is the small group of
shouting, talking quickly, and inserting beastmen lurking around the clearing.
something about daemons every few An average Common Knowledge
seconds. He trusts Herman with his life (Empire) test reveals the beastmen to be
though, as he has probably seen the Gors, the bigger of the two most
Witch Hunter banish a daemon at some common types of monsters. Herman
point during their travels. quickly counts the beasts and heads back

In Which the Temple to the rest of the party.


is Reached Obviously this is not a good
thing. Herman quickly comes up with a
After a few hours traveling, the plan and will not listen to anything the
party finally reaches the Temple of PCs have to say. These abominations
Sigmar. The Temple is set back into the must be destroyed. Herman decides to
woods with one path leading to it from split up, his party taking the east side of
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the clearing while the PCs take the west. powerful, for the amount of magic he is
After Herman and his group take care of drawing is substantial.
their share of the killing, they will head Herman decides that the groups
to the back door of the chapel and enter will go in together, but will split up as
that way while the PCs enter the front soon as they get inside. Herman and his
door. Herman’s group will take off group will head straight for the Shaman,
quickly, leaving the horses. Herman while the PCs will take care of the body
instructs the PCs to wait five to ten guard, who are probably by the front
minutes for them to reach their door.
destination before commencing the This scene will probably go one
attack. of two ways. Either the PCs will agree,
In the front courtyard are 3-4 and fight the bodyguard, or they will
Gor. This should be a fight of slight argue with Herman, making everything
difficulty, depending on how powerful difficult (especially for you!). If the PCs
the characters are. One Gor per PC accept the plan, skip the rest of this
should be alright if they are in their first paragraph. If they argue, or you think
to second career. If all goes to plan, the they’ll argue, keep reading! After the
PCs should slay all of the beastmen and PCs state their case, Herman will brush
gain access to the front doors. Now, it off again. They are not Witch Hunters,
being PCs, they will think of something this is not their job. This should be up to
not touched upon in this scenario. Be it himself, Markus, Jurgen, and Karl. The
some crazy spell to stun all the beastmen PCs will be safer fighting the bodyguard.
at once and gain entry quicker, or If the players still argue, Jurgen will get
blasting down the door before trying to upset and tell them he’ll fight them if
open it, who knows. they’re so eager to die. If they still are
Regardless, once the PCs do get arguing (for whatever reason), have the
to the door, something different happens. door burst open from the inside a
Just before they are able to open the number of Brutes that equals half the
door, Herman comes running around the party of PCs look out at them. Herman
corner, his greatsword drenched in black and his group take off into the chapel
beastmen blood. “Do not go in!” He leaving the PCs to have to fight the
yells to the PCs. He quickly explains that beastmen. This group of beastmen is
there is a powerful beastmen shaman, or tougher than before. Use the Brute stats
a Bray Shaman, inside. He believes that at the end.
they are not much of a match for this During this fight, every few
powerful entity. He probably also has a rounds have a blast of colorful light
small bodyguard force. If the PCs shine back in the chapel. It’s dark
question how he knows, he brushes it off though, so the only time they can see
as not important, they must band what’s going on is when these blasts go
together now if they can defeat such a off. As soon as the PCs finish the Brutes
powerful foe. Of course, Herman knows and rush to the back, Herman is wiping
this because of his mutation: he saw the the black blood off of Isabelle, his
Bray Shaman work the winds of magic greatsword. The Bray Shaman, a hulking
inside the chapel. He knows he is beastman covered in rags and strange
totems, with a monstrous staff lying next

6
to him is crumpled on the ground with Herman has a very strong will and this
many wounds, all bleeding black, sticky tactic will not come easily. Of course,
blood. Herman and his party are all the PCs could, and probably will, think
wounded, either cut, scorched, or both. of something entirely different. But, it’s
your job to figure out how to handle it. If
In Which Things the PCs think the book is important
are Discovered enough, they’ll probably go a bit out of
Herman decides to call it a night their way acquiring it.
and rest. It is during this time that the
PCs can get to know Herman and his After they gain the book, they’ll
companions if they didn’t try to during no doubt inspect it. Naturally, in order to
the trip. This scene also brings forth an glean any knowledge from it, at least one
interesting piece of evidence for the PCs person must have the Read/Write and
to find. Speak Language (Reikspiel) Talents.
Jurgen, or some of the PCs, build While most of the entries are innocent
a fire in the middle of the chapel (for a Witch Hunter) and deal only with
(Herman insists it’s safer in here). The his adventures, one entry near the
pews make great beds (better than the beginning stands out:
stone floor at least). Herman and his April 5th 2515 I.C.-
group will head to bed quickly if “I must say it. I must get it out. The truth
conversation isn’t brought up. has been haunting me for years, always
Before Herman packs up for the there, always known. To me, but no one
night, he retreats away from the rest of else, as it must be, for if anyone was to
the group and produces a book. This know… (there is a large space here) I
book is Herman’s journal, and the can see Chaos. I can see magic. I fear
greatest tool the PCs have in learning of this scar, my curse, is much more than a
his greatest secret. If outright questioned scar. Those disgusting rat-men did
about it, Herman will quickly hide the something to me as a boy. I must tell
book and say he is heading to sleep. someone somehow, this is the only way,
If the book was noticed earlier, to tell, without telling. By writing what I
Herman’s odd reaction to the mention of know to be true without anyone ever
it now should solidify its importance. knowing. I fear that I am touched. I am
The PCs should want to get a hold of it. what I seek. If another such as me were
A number of tactics will work: to know, I would help him burn me. It is
While Herman is sleeping, a my lot, my curse to be what I must
Challenging (-10%) Sleight of Hand test destroy, for I have taken an oath to
will free the book from Herman’s coat. Sigmar himself to destroy Chaos. But I
Knocking Herman unconscious while cannot destroy myself, can I? I cannot
he’s asleep will give access to the book, even ask Markus, my friend and mentor
but could prove troublesome in the for assistance. I must remain faithful and
morning. Certain spells might continue with my course. If someone
“convince” Herman to give up the book, were to learn of my terrible crime, I do
awake or asleep. This should be a last not believe they would be wrong to slay
resort move, as Herman will not react me for I am a beast. But enough of this,
kindly to this and, unknown to the PCs,

7
tomorrow we are to invade a vampire’s 100 gold or the equivalent in weapons/
hold and rid the world of a greater evil.” items/attractive females). Once these
conditions are met, Jurgen will assist in
From this the PCs obviously find the slaying of Herman.
that Herman is a troubled soul with a Karl, on the other hand, won’t be
terrible secret. It is now up to them to so easy. In order to convince him, they
decide to kill Herman or not. must already have Jurgen on their side.
If Jurgen can explain the situation to
In Which Events Karl, Karl will become confused. If there
Come to a Climax are any wizards in the party, the chances
Here is where things get tricky. of Karl helping decrease. If there are any
The PCs should have gained some clues wizards in the party that Karl has seen
to Herman’s condition. First, Markus use magic (doubtful) then he is very
and Jurgen’s distrust; second, Herman’s weary of helping. He has seen Herman
remarkable knowledge of the Bray banish daemons before. Good
Shaman; and third, the journal. If these explanations and roleplaying can
clues are not found, or not acted upon, convince Karl, or this chart can be
then the PCs miss the final possible employed:
encounter and continue on none the Charm test (yes, again):
wiser. The journal is the most obvious Success: Karl will fight along side the
clue, so this should most definitely be PCs
found. -20% if there is a Wizard in the party
If the PCs do not attempt to kill whom Karl has seen use magic.
Herman then the next morning the two -10% if there is just a Wizard in the
groups continue together until they come party.
to a fork in the road where they part +10% if a good argument is presented
ways, or to the city they are heading to before the role.
where they will part ways. In this case,
they will have a powerful ally in the Finally, there is Markus. Talking
church. Although, if his secret is found to Markus will probably initiate the
out, and word spreads that the PCs are battle. Once the PCs accuse Herman of
known accomplices… you can fill in the anything Markus will become very
rest, I’m sure. defensive. It won’t be long before he has
If the PCs do plan on killing him, heard enough and goes to tell Herman. If
they’re in for a rough time. First of all, it this happens, Herman will panic and tell
is doubtful they want to fight the whole Markus that it is true, but he saw that
group, for they should seem formidable. these people were tainted. He was
Smart or conniving PCs will realize that waiting for the right time, but it seems to
they can convince at least Jurgen to fight have slipped by, and that time is now.
alongside them. If he is shown the book Markus believes him and the fight
he will immediately grow angry at begins. Markus and Herman are very
Herman for lying to him. But, he does surprised that (possibly) Jurgen and Karl
not wish him dead. He pays well. The are fighting alongside the PCs. This is
PCs must give him proof of Herman’s the final battle and should be climactic.
corruption and a modest sum (at least Markus will use magic, and Herman will

8
start off with his twin pistols, switching of them. But, this is the world of
to his greatsword. Both men will use Warhammer. If Jurgen and/or Karl
swift attacks and charges wherever helped the PCs and survived the fight
possible. They are tactical fighters, they will travel with the PCs to the next
picking off the weaker PCs first. If Karl village or city. If any of the PCs were to
or Jurgen are not recruited, they will die in the last fight, Jurgen and/or Karl
fight whoever is closest. could potentially be taken up as PCs
Obviously the difficulty of this themselves, although they could easily
battle depends on whom the PCs were be much further ahead of the rest of the
able to recruit, and the starting abilities group in experience.
of the party. For the most part, this
should be a fairly challenging battle as Experience in this adventure
Markus and Herman are both powerful should be rewarded for what the PCs
combat characters and are heavily accomplished during the two days:
armored.
Traveling with Herman and his crew and
After Herman and Markus are killing the Beastmen: 100 exp.
killed, for the will fight until the death, Learning Herman’s Secret: 50 exp.
everyone should be in a somber mood. Killing Herman: 25 exp.
This did not end well. The PCs made a Enlisting Jurgen and/or Karl: 25 exp./
group of friends and killed at least two Character

Appendix 1: Character Portraits and Characteristics

Herman Talents: Ambidextrous, Very Strong,


Human Witch Hunter (ex. Priest, ex. Public Speaking, Suave, Sixth Sense, Strike
Initiate) to Injure, Seasoned Traveller, Specialist
Weapon Group (Two Handed,
Main Profile Gunpowder, Throwing), Strike Mighty
WS BS S T Ag Int WP Fel Blow
55 34 41 41 44 39 56 52
Secondary Profile Weapons: Best Crafted Greatsword
A W Sb Tb M Mag IP FP (Isabelle), 6 Throwing Knives, Dirk, 2
3 18 4 4 4 0 4 0 Pistols

Armor Points: Head-1, Body-5, Legs-5,


Skills: Academic Knowledge (Astonomy Arms-5
+10%, Theology +10%), Charm +10%,
Common Knowledge (Empire +10%, Trappings: Plate Armor (minus helm),
Dwarfs), Gossip +10%, Heal +10%, Leather Hat, Leather Coat and Boots,
Perception +10%, Read/Write +10%, Ride Survival Kit, Deus Sigmar, Journal,
+10%, Speak Language (Riekspiel +20%, Warhorse (Thunderbolt), Saddle, Rations
Classical +10%)

9
Mutation: The Eye of Sigmar: Herman's Jurgen
mutated eye allows him to see the winds of Human Judicial Champion (ex Veteran,
magic as if he had the magical sense talent. ex Pit-Fighter)
Sometimes, when he uses this talent, his
eye and scar glow green. This mutation is Main Profile
invisible to other people's magical sense. WS BS S T Ag Int WP Fel
72 50 49 54 40 41 51 32
Brother Markus Secondary Profile
Human High Priest of Sigmar (ex A W Sb Tb M Mag IP FP
Annointed Priest, ex Priest, ex Initiate 3 20 4 5 4 0 0 0
Main Profile
WS BS S T Ag Int WP Fel Skills: Consume Alcohol, Dodge Blow
52 47 57 45 39 49 62 59 +20%, Common Knowledge (Empire)
Secondary Profile +10%, Gamble, Gossip +10%, Intimidate
A W Sb Tb M Mag IP FP +10%, Perception +10%, Speak Language
3 17 5 4 4 3 0 0 (Riekspiel)

Talents: Warrior Born, Hardy, Disarm,


Skills: Academic Knowledge (History Quick Draw, Specialist Weapon Group
+20%, Theology +20%), Charm +10%,
(Flail, Parrying, Two-Handed), Strike
Gossip +20%, Heal +20%, Perception Mighty Blow, Strike to Injure, Very
+10%, Read/Write +20%, Ride +10%, Resilient, Lightening Parry
Speak Language (Riekspiel +20%, Classical
+20%), Channeling +10%, Common Weapons: Best Crafted Sword (Hand
Knowledge (Empire +10%, Dwarfs +10%), Weapon), Best Crafted Axe (Hand Weapon)
Magical Sense +10%, Speak Arcane
Language +10% Armor Points: Head-3, Body-5, Arms-3,
Legs-3
Talents: Very Strong, Public Speaking,
Warrior Born, Armored Caster, Petty Magic Trappings: Full Mail Armor, Breastplate,
(Divine), Meditation, Fast Hands, Divine Warhorse
Lore (Sigmar), Strike Mighty Blow, Lesser
Magic (Dispel, Magic Lock), Cool Headed,
Crazed Karl
Savvy, Specialist Weapon Group (Two-
Human Flagellant (ex Zealot, ex Soldier)
Handed)
Main Profile
Weapons: Best Crafted Great Hammer WS BS S T Ag Int WP Fel
41 42 42 62 26 25 47 40
Armor Points: Head-1, Body-4, Arms-1, Secondary Profile
Legs-1 A W Sb Tb M Mag IP FP
2 19 4 6 4 0 2 0
Trappings: Full Leather Armor,
Breastplate, Deus Sigmar, White Robes,
Warhorse, Leather Boots, 2 weeks Rations, Skills: Academic Knowledge (Theology)
Penitent Seals +10%, Animal Care, Charm +10%,
Common Knowledge (Empire) +20%,
10
Dodge Blow, Gamble, Gossip, Heal, Armor Points: Head-0, Arms-1, Body-1,
Intimidate +20%, Speak Language Legs-0
(Riekspiel)
Trappings: Leather Jack
Talents: Quick Draw, Strike Mighty Blow,
Specialist Weapon Group (Two-Handed, Brutes
Flail), Strike to Injure, Strike to Stun, Very
Main Profile
Strong, Hardy, Fearless, Frenzy
WS BS S T Ag Int WP Fel
Weapons: Flail 50 25 40 44 40 26 25 25
Secondary Profile
Armor Points: Head-0, Body-0, Arms-0, A W Sb Tb M Mag IP FP
Legs-1 2 15 4 4 5 0 0 0

Trappings: Flail, Old Pants, Worn Boots, Skills: Concealment, Follow Trail,
Scar Intimidate, Outdoor Survival, Perception,
Insanities: The Numbness Shadowing, Silent Move, Speak Language
(Dark Tounge)
Beastmen
Talents: Keen Senses, Menacing, Rover
Main Profile
WS BS S T Ag Int WP Fel Weapons: Hand Weapon, Shield, Horns
40 25 35 44 35 26 25 25 (SB-1 Damage)
Secondary Profile
A W Sb Tb M Mag IP FP Special Rules: Mutations: Animalistic
1 12 3 4 5 0 0 0 Legs, Bestial Appearance, Horns
Silent as the Beasts of the Woods
Skills: Concealment, Follow Trail,
Intimidate, Outdoor Survival, Perception, Armor Points: Head-0, Arms-1, Body-1,
Shadowing, Silent Move, Speak Language Legs-0
(Dark Tounge)
Trappings: Leather Jack
Talents: Keen Senses, Menacing, Rover

Weapons: Hand Weapon, Shield, Horns


(SB-1 Damage)

Special Rules: Mutations: Animalistic


Legs, Bestial Appearance, Horns
Silent as the Beasts of the Woods

11
Appendix II: Character Portraits

Herman

Jurgen

12
Markus

Karl

13

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