The Book of Knots - Jags
The Book of Knots - Jags
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.