Archetypes

Sword Bearer

Not all Artifacts of the Lost Race have been hidden or are in the hands of the Nightlords. A few have been scattered on Earth or in remote areas of the Nightlands. Most of them are in the unsuspecting hands of archaeologists or museums or gather dust in undiscovered ruins. Some of the greatest and strongest Artifacts have a will and a purpose of their own. They do not need to be found. Instead, their magical powers enable them to search for suitable allies. Most Artifacts were powerful weapons that were devised by the Lost Race during their doomed war against the Dark. Sensing that the Nightlords are new agents and pawns of the Dark, these Artifacts wish to join in the efforts to destroy them. To do this, they need someone who will use them in battle. These chosen people are called the Sword Bearers.

Attributes: Agility d8, Smarts d6, Spirit d8, Strength d6, Vigor d6

Skills: Academics d6, Athletics d6, Common Knowledge d6, Electronics d6, Fighting d8, Focus d6, Notice d6, Occult d8, Persuasion d4, Shooting d6, Stealth d8, Survival d6

Pace: 6; Parry: 6; Toughness: 11 (6)

Hindrances: Secret (major), Vow (major; defeat the Nightlords), Wanted (major)
Edges:
Nerves of Steel, Super Powers, Trademark Weapon (darkblade sword)

Gear: Artifact blade (Str+d8+3d6, AP 10), personal items.

Special Abilities

  • Armor (3): Requires Activation (-1). Device (-2; Darkblade sword).
  • Environmental Resistance (1): Darkness. Additional Type (+1; Cold). Device (-2; Darkblade sword).
  • Melee Attack (6): Special Weapon (+2). Armor Piercing (+5), Device (-2; darkblade sword).
  • Mind Shield (1): Strong (+2). Device (-2; Darkblade sword).
  • Negation (3): Strong (+2). Device (-2; Darkblade sword).
  • Ranged Attack (3): Armor Piercing (+4). Device (-2; Darkblade sword). Range 12/24/48, 2d6 damage, AP 8.
  • Super Attribute: Vigor (+2).
  • Super Skill (8): Focus, Occult, Stealth, Survival.

Mechanics

Savage Nightbane

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