Circle: 11
Rarity: Common
Found in:
Tags:
Masks:
Created at: 2026-02-21 17:58 by chris_allison;
Updated at: 2026-02-21 18:29
- Son of the chieftain of the Bloodlore Clan. Betrayed by Provuak Tornflesh Firebrack, he and his crew were sold into slavery to the Therans. He is proud and struggles to retain his honour despite his humiliation by Theran Wizards and war council.
- Tall, reddish grey skin and marked spots where his living crystal armour was removed from him. Bright green eyes and jet black hair. Tattoos of air spirits and prayers to Floranuus, of whom he was a passionate follower. His rage and humiliation have driven him to the arms of Raggok and Belzariel. He has devoured a crystal entity and now his left shoulder and arm are covered by its malign shards and energy.
- Thread Axe - Last Tear → Str + 10, cleaves shields and magic protections
- +Violence is the answer, +What I take is mine, -Fear of any kind, -Civilization (esp. Therans)
Attributes
Attacks
Last Tear (Axe) Forged +5: 25: 1d20+1d12+1d8+1d4 (35: 1d20+1d12+2d10+1d8): Frost effect +1d6 damage. Includes Down Strike. Momentum Attack = Step 28 damage.
Swift Kick: 16: 1d12+1d8+1d6 (16: 1d12+1d8+1d6)
Powers, Abilities and Spells
Disrupt Magic (from Crystal Entity) (Standard): 16: 1d12+1d8+1d6
Resist Pain (4) (Free)
Death Spikes (Standard vs. MysticDefense): 16: 1d12+1d8+1d6 (16: 1d12+1d8+1d6): Range 100m. No armour protects. The entity makes a Horror Power test against the Mystic Defense of a target within 100 yards. If successful, the Horror alters the joints and bones of the victim, forming crystalline spikes that pierce the skin from the inside out. This inflicts damage equal to the result of a Death Spikes test (+2 per success on the Horror Power test); no armor protects against this damage. This power automatically causes 1 Wound and can cause an additional Wound from damage. The spikes remain for one day and Wounds caused by them can not be healed while they remain.
Harvest Energy (Free vs. SocialDefense): 18: 1d12+1d10+1d8: One Karma per success. +1 if Pain or Trauma.
Crystal Fire Heal (Standard vs. MysticDefense): 20: 1d20+1d8+1d6: Standard action to heal in combat. Uses a recovery test.
Astral Interference (Standard vs. MysticDefense): 16: 1d12+1d8+1d6: -2 to spellcasting tests in the area per success.
Talents
Skyraider Mobility 16 (1d12+1d8+1d6), 
Battle Bellow, Battle Shout 16 (1d12+1d8+1d6)
Special Maneuvers
Skyraider Karma [Karma Abilities]: Karma on recovery or damage from large weapons