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Conversion By The RulesThese are my (IMAGinES) re-working of the raw conversions (see below) using the revised edition NPC creation guidelines. As the number of pool dice given to beginnign characters in the first edition is almost identical to that in the revised edition, pools have largely been left alone, as have non-named NPCs (see the Raw Conversion below). I've handled racial innate abilities based on an e-mail from Clinton: "... what we've done in my games, by default, is added it to innate abilities and said that you start with 1 adept, 1 competent, and 2 unskilled." Phillipe the Dawnbreaker, lord of the landPools: Vigor 1, Instinct 1, Reason 3 Abilities -
Secrets: Know Capabilities, Secret of Magical Persistence, Secret of the Invisible Hand Weapons and armor: Epee, +2 to strike commoners Visla, elven companion to PhillipePools: Vigor 0, Instinct 2, Reason 1 Abilities:
Secrets: Living Morph Gerard, cousin of Phillipe and squad leaderPools: Vigor 0, Instinct 2, Reason 1 Abilities -
Charles of the Zenith, neighboring lordPools: Vigor 3, Instinct 1, Reason 0 Abilities-
Night-Paws, the Ratkin leaderPools: Vigor 1, Instinct 2, Reason 2 Abilities -
Secrets: Secret of Blessing, Secret of Rat Familiarity, Secret of Rat Vision Squall, Night-Paws' primary rivalPools: Vigor 2, Instinct 2, Reason 0 Abilities -
Secrets: Secret of Rat Familiarity, Secret of Rat Size, Secret of Rat Vision, Secret of Imbuement (claws and teeth are +2 damage when attacking humans) Raw ConversionThese versions of the Rat Moon Rising stats are basic conversions using the ability score conversion notes on the Example Characters page. Phillipe the Dawnbreaker, lord of the landPools: Vigor 1, Instinct 1, Reason 3 Abilities -
Secrets: Know Capabilities, Secret of Magical Persistence, Secret of the Invisible Hand Weapons and armor: Epee, +2 to strike commoners Phillipe's guards and soldiersAbilities -
Visla, elven companion to PhillipePools: Vigor 0, Instinct 2, Reason 1 Abilities:
Secrets: Living Morph Gerard, cousin of Phillipe and squad leaderPools: Vigor 0, Instinct 2, Reason 1 Abilities -
The injured squad members that can standAbilities -
Charles of the Zenith, neighboring lordPools: Vigor 3, Instinct 1, Reason 0 Abilities-
Secrets: Secret of Disarm, Secret of Mighty Blow Charles' guards and soldiersAbilities -
Night-Paws, the Ratkin leaderPools: Vigor 1, Instinct 2, Reason 2 Abilities -
Secrets: Secret of Blessing, Secret of Rat Familiarity, Secret of Rat Vision Night-Paws' Ratkin followersAbilities -
Night-Paws' rat litter (attacks as one mass)Abilities -
Squall, Night-Paws' primary rivalPools: Vigor 2, Instinct 2, Reason 0 Abilities -
Secrets: Secret of Rat Familiarity, Secret of Rat Size, Secret of Rat Vision, Secret of Imbuement (claws and teeth are +2 damage when attacking humans) Squall's Ratkin followers (three from the horde)Abilities -
Squall's huge rat-thingAbilities -
Special: The rat-thing's savage attacks always do +1 damage, In addition, it suffers no penalties for being bloodied. It is a minor NPC, though, and can be removed as a threat without Bringing Down the Pain. |