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The monkey king Solitary, Stealthy, Intelligent Staff martial arts (b[2d12+2] damage 1 piercing) 20 HP 2 armor Close, Forceful, Far The monkey king, rather than a creature, is a fate, decided by the circle of reincarnation, which is open to those, who do not belong to a god. Along with the powers of the monkey king, comes his staff, which can expand indefinitely, if the user wills it and has adequate strenght. The monkey king can also summon it's previous incarnations as fleeting clones. Instinct: To search worthy opponents
- Expand it's magic staff at will
- Create clones
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Chrollo Solitary, Devious, Intelligent, Hoarder Unarmed (b[2d8] damage) 16 HP 2 armor Close He must witness the move in action with his eyes. He must ask about the move and be answered by the victim. His victim's palm must touch the handprint on the cover of Bandit's Secret(his book). All of the above must be done within an hour. Instinct: To steal
- Steal a move and put it into his book
- To use his stolen moves
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Bahadur of the great Red Desert Group, Divine, Organized, Intelligent, Cautious A red sabre (b[2d8+2] damage) 6 HP 3 armor Close An elite warrior of the Sultanate of the great Southern Desert. The red sabre is a sign of honor bestowed only upon the greatest warriors in the Sultanate. These warriors practice a special technique developed by their founder. It uses the power of the wind to protect its user. Bahadur means 'hero' in the tounge of the Sultanate. __________________________________________________________________________________ "The great Southern Desert is a violent place only connected to the rest of the world through a small passage, found in the southernmost corner of the Western continent. Because of unknown reasons, savage storms plague it's shores, preventing any ships from passage. Though it is a violent place, this just makes its residents all the fiercer." - Excerpt from William Altier's "The Ways of the Desert" Instinct: To fight honorably
- To deflect projectiles through the wind
- A sharp whistling sound carried by the wind to it's allies
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Savage Group, Intelligent A worn and bloodied waraxe (d8+4 damage) 10 HP 1 armor Close, Forceful The uncivilised and savage tribes in the north of the great western continent mostly keep to themselves. Rarely though some savages lead raiding parties into the more civilised realms or go traveling to find worthy foes. Instinct: To devestate through violence
- Overpower an enemy through sheer strength
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Divine Tarot-Trickster Horde, Stealthy, Divine, Magical, Devious, Intelligent Throwing Cards (w[2d4+2] damage) 3 HP 0 armor Close, Ignores Armor, Far Like a cleric the Divine Tarot-Trickster draws it's power from it's patron god. However, unlike the cleric it's power is more subtle, because it manifests through cards. Divine Tarot-Tricksters are commonly strange in their mannerisms and as such tend to choose more obscure deities to be their patron. It dislikes violence and as such does not fight if it isn't absolutely necessary. Instinct: To trick
- To imbue cards with divine power
- To trick and bend ones fate, for a price
- Casting spells through cards
- To predict the future through cards
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Dragonslayer Solitary, Magical, Intelligent Magical Spear (b[2d10+2] damage 1 piercing) 20 HP 6 armor Close, Forceful, Near A humanoid that once slew a dragon and bathed in it's blood for seven days and seven nights. The dragons blood tempered it's body to the extreme, through a constant flow of arcane energies and the pain they caused. Instinct: To Hunt
- Being immune to non-magical damage