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Unarmed Civilian (1900s Adaptation) Group/Mass, Intelligent Knives & improvised melee weapons (A), bare hands (B), (A/B[1d4/1d4 - 2] damage) 3 HP 0 armor Close In general, a civilian is "a person who is not a member of the military or of a police or firefighting force."Under the laws of war, a civilian is one not being a member of the armed services and does not take a direct part of hostilities in times of armed conflict. Civilians encompass the general, untrained public. In order to provoke a fight with civilians, the circumstances may vary greatly; for example, civilians could be fought during a riot, an unprovoked attack, or made hostile as a result of player actions. Instinct: Attacking the player character, either in assault or self defence.
- Hostile, untrained civilians in any capacity, lacking firearms.
- May call on the support of nearby civilians or military, depending on the situation.
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Infantry Soldier (1900s Adaptation) Squad/Platoon, Organized, Intelligent Rifle fire (A), sidearm fire (B), combat knife (C), (A/B/C[1d10/1d6/1d4] damage) 6 HP 1 armor Ranged/Close The infantry is the branch of a military force that fights on foot. As the troops who are intended to engage, fight, and defeat the enemy in face-to-face combat, they bear the brunt of warfare and typically suffer the greatest number of casualties. Instinct: Follows military command and hierarchy.
- Military troops that fight on foot.
- Equipped with radios to call for support.
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Tank (1900s Adaptation) Solitary, Huge, Construct Explosive shells (A), machine gun (B), (A/B[1d20+5/2d8 +2 piercing] damage) 24 HP 5 armor Reach, Forceful Special Qualities: Manufactured for assault. A tank is a large, heavily armoured fighting vehicle with tracks and a large tank gun that is designed for front-line combat: Mounting a large-calibre cannon in a rotating gun turret, in addition to a secondary gatling gun. They combine this with heavy vehicle armour which provides protection for the crew, the vehicle's weapons, and its propulsion systems, and operational mobility, due to its use of tracks rather than wheels, which allows the tank to move over rugged terrain and be positioned on the battlefield in advantageous locations. These features enable the tank to perform well in a tactical situation: the combination of powerful weapons fire from their tank gun and their ability to resist enemy fire means the tank can take hold of and control an area and prevent other enemy vehicles from advancing. In both offensive and defensive roles, they are powerful units able to perform key primary tasks required of armoured units on the battlefield, Instinct: N/A - Military Vehicle
- Fire explosive shells, with a secondary gatling gun.
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Magic scarf Solitary, Huge, Magical, Divine, Planar (d10+5 damage) 26 HP 4 armor Reach, Forceful Special Qualities: Fast, Instinct: Defend the treasure it guards by making unwilling guards by possession
- does damage by firing spells and strangles, once its around the neck, it leaves a smaller magic scarf around the neck, the wearer is now possessed.
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Yog-Sothoth Solitary, Huge, Magical, Divine, Devious, Planar, Terrifying, Amorphous Globe of pure entrophy (d10+5 damage 1 piercing) 33 HP 5 armor Reach, Ignores Armor, Far Special Qualities: Insane shapes "Great globes of light massing toward the opening, and not alone these, but the breaking apart of the nearest globes, and the protoplasmic flesh that flowed blackly outward to join together and form that eldritch, hideous horror from outer space, that spawn of the blankness of primal time, that tentacled amorphous monster which was the lurker at the threshold, whose mask was as a congeries of iridescent globes, the noxious Yog-Sothoth, who froths as primal slime in nuclear chaos beyond the nethermost outposts of space and time!" -H. P. Lovecraft Instinct: Consume reality
- Exist as unnatural horror
- Absorbs
- Can Change Size at Will
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Cannon drawven Solitary, Huge, Construct (b[2d10+7] damage 2 piercing) 20 HP 3 armor Reach, Forceful, Ignores Armor, Far Special Qualities: Instinct: Boom spread
- Blows things up
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Vampire Lord Group, Magical, Cautious Fire spell (b[3w[3d8+4] damage 2 piercing) 10 HP 5 armor Close, Forceful, Ignores Armor Instinct:
- Fire Blast
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Gared Tekiel Solitary, Magical, Stealthy, Divine, Intelligent, Cautious Spiked Aluminium knuckles (b[2d10+6] damage 2 piercing) 22 HP 7 armor Close, Forceful, Near, Far Special Qualities: Can be extremely lucky, Can Push on metal objects, Can Pull on metal objects, Can Sooth/Riot emotions Instinct: To serve the Master
- Make himself Heavier/Faster/Smarter/Stronger
- Use speed to avoid/deflect a blow
- Burst the Allomancy of another
- Has 5 + 1*Partials + 2*Fails hold to use his abilities