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The Book of Knots - Jags

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<strong>Book</strong> <strong>of</strong> <strong>Knots</strong> - Creatures<br />

Name: Trials Presence 7<br />

PHY 12 STR 45 BLD 240 CON 13<br />

REF 11 COR 08 REA 11 AGI 11<br />

INT 11 RES 11 MEM 12 WIL 13<br />

DP 240 Minor Major Critical<br />

Wounds 80 240 480<br />

Move 18y/s<br />

Grapple 61/51<br />

144<br />

DP 240<br />

To Hit 13- (+2 Large Wpn)<br />

To Be Hit +2/+2<br />

Armor 8/24<br />

Damage Punch 51 IMP<br />

Damage Hammer 80 IMP<br />

Description: Trials are giants with hammers where their heads should be. <strong>The</strong>ir fists are blunt slabs <strong>of</strong> meat (their low COR for<br />

small stubby fingers) that they usually use to catch and beat people with. <strong>The</strong>y stand about 2-3 stories tall and are dense for their<br />

size. <strong>The</strong>y wear black judges robes.<br />

Trials are elementals <strong>of</strong> judgment: they prowl Chessboard Four and will find and punish those who they feel deserve it. Usually<br />

everyone deserves something (a broken leg, a smashed hand, etc.—resisting judgment brings on more punishment).<br />

Reflection: Trials usually don’t come up to Chessboard One (sometimes, rarely, Two). When they are around, people will notice a<br />

more punitive streak in authority figures (as the Trial dispenses judgment on the Shadows <strong>of</strong> those who disobey) .<br />

Hammer: <strong>The</strong> Trial can Hammer an opponent for an 8 REA Long action. Usually a Step attempt on the part <strong>of</strong> the subject will give<br />

the Trial a -3 to hit (the Trial rears back and then slams it down). This means that the Trial will either grab the subject or frighten<br />

them into taking their punishment (standing still for it).<br />

Name: Tygers Presence 11<br />

PHY 13 STR 22 BLD 25 CON 14<br />

REF 13 COR 13 REA 13 AGI 13<br />

INT 12 RES 12 MEM 12 WIL 14<br />

DP 45 Minor Major Critical<br />

Wounds 15 45 90<br />

Move 12y/s<br />

Grapple 29/25<br />

DP 45<br />

To Hit 15-<br />

To Be Hit -1/-1<br />

Armor 6/12<br />

Damage Bite 24 PEN<br />

Damage Claw 13 PEN<br />

Description: Tygers appear as great, stripped cats (some are black and white, most are orange and black) with molten-metal<br />

glowing eyes and breath like a furnace or forge. <strong>The</strong>y speak and are quite intelligent and urbane.<br />

Tygers are consummate stalkers and hunters. <strong>The</strong>ir code <strong>of</strong> ethics requires that they both reveal themselves to their intended prey<br />

and explain the terms <strong>of</strong> the game. A Tyger on Chessboard One will project to Chessboard Zero (when their subject is alone,<br />

preferably) and explain to them that they are being stalked (and <strong>of</strong>ten when/where the Tyger will be looking for its prey!)<br />

If the subject is in that place, alone, while being stalked, the Tyger may attack and devour them!<br />

Reflection: Tygers usually don’t throw Reflections up to Chessboard Zero unless they are Projecting up to appear themselves. A<br />

Tyger stalking a copy room (its prey would be well advised not to go in there alone!) will sometimes result in an oppressive jungle<br />

heat seeming to coalesce in the area.<br />

Throw Voice: A Tyger may appear in person to inform their prey but may also simply project their voice to Chessboard Zero.

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