100867_RAA_Quill & Codex_R1_PROOF

The Cullen Bunn Role-Playing Game

• Defense – D12+4 • Attack (Bite or Claw) – Attack Roll D12+2, Damage +4 • Special Ability – Before the Dragon attacks, Roll 1D6. On a roll of 1 or 2, the Dragon BREATHES FIRE (or ACID or POISON or WHIPPED CREAM or whatever) instead of attacking with its claws. If that is the case, the attack can hit up to four ene mies. The Attack Roll is a D20 and the Damage Modifier is +8. Don’t mess with dragons. • Special Ability – The Dragon can use its wings to create tremen dous winds. Instead of a Melee Attack, it creates a Wind Buffet. This attack can hit up to four ene mies. D10 Attack Roll. In addition to the Point of Damage, all in jured enemies are knocked down and stunned until the end of their next turn. • Special Ability – The Dragon can fly, increasing its move to 40 feet per Action. If it desires, it can hover out of Melee range (as suming its enemies cannot fly), during which time it can only attack with its Breath Weapon or Wing Buffet if available. • Villainy Points – 6 GhOST G hosts are the restless undead. Tortured by their continued existence, they loathe the liv ing. • Challenge Threshold – 0 • Health Points – 6 • Defense – D8 • Attack (Chilling Touch) – Attack Roll D8, +3 Damage • Special Ability – At the begin ning of each combat round, the Ghost becomes insubstantial. In this form, they are immune to all physical damage. They only become substantial when they attack with their Chilling Touch. Being Rebuked by a Priest’s Faith

will make them substantial. Cer tain Spellcraft effects might also force the Ghost into our world. • Special Ability – While insub stantial, the Ghost may try to possess the living! The intended victim must make an D12 Will Challenge. If they fail, the ghost possesses them for 1D6 rounds. The Game Master takes control of the Adventurer who now serves the ghost’s purpose. At the end of each of the Ghost’s turns, the Ad venturer may repeat the Will save to expel the Ghost. If the Adven turer is reduced to zero Health Points, the Ghost exits the body. • Villainy Points – 0 GIANT rAT A mainstay in dungeons and cit ies worldwide, the Giant Rat is a diseased creature that is usually found in nasty little hordes. • Challenge Threshold – 0 • Health Points – 2 • Defense – D6 • Attack (Diseased Bite) – Attack Roll D8, +0 Damage • Special Ability – Anyone injured by a Giant Rat must make a D10 Muscle Challenge. On a failure, they are diseased for 1D4 Days. While diseased, their Muscle Attribute is Bumped Down one level. If this reduces the Muscle Attribute to zero, the Adventurer falls into a fevered unconscious ness. Diseased effects from Giant Rat bites do not stack. • Villainy Points – 0 GIANT SpIDEr G iant spiders can grow to the size of a large dog. They are poisonous and they weave nasty nests of webs. • Challenge Threshold – 0 • Health Points – 2 • Defense – D6

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