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ARISEN: THE GOLDEN AGE

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ARISEN: THE GOLDEN AGE Empty ARISEN: THE GOLDEN AGE

Post by Admin Fri May 11, 2018 4:06 pm

Rathamon Ra-men-ankh
ARISEN: THE GOLDEN AGE 80fdae_d14f6120d8ea4512bc0b5097ffdc0a65~mv2
Virtue: Just
Vice: Wrathful
Decree: Sheut
Guild: Su-Menent
Judge: Jackal Headed god
Memory: 3 (Leave a robber of your tomb unpunished)
Sekhem: 8 (Trait Cap: 8, Pyros 40 at 8 per turn, Azothic Radius: City, Wasteland Creation, Rate: 1 Day at Size of City)
Health: 13
Willpower: 10
Defense: 4 (5 W/ NIGHT CREATURE FOR 1 REFLEXIVE WILLPOWER)
Initiative Modifier: 13
Speed: 21
..........................................................................................................................................................................................
Intelligence: 8
Wits: 4
Resolve: 5

Strength: 8
Dexterity: 8
Stamina: 8

Presence: 3
Manipulation: 3
Composure: 5
..........................................................................................................................................................................................
SKILLS
Academics: 5
Craft: 5 (Funeral Sarcophagus +1)
Investigation: 4
Medicine: 3 (Body Preparation +1)
Occult: 7 (Funeral Rites +1)

Athletics: 5
Brawl: 8 (Grapple +1){+2 for Grip of Death}
Larceny:2
Stealth: 4
Weaponry: 8 (Scepter +1)

Empathy: 2
Expression: 3
Intimidation: 8
Persuasion: 4
Streetwise: 1
Subterfuge: 5
...........................................................................................................
MERITS

Enigma •••
Whenever someone attempts to learn about, track or research the Mummy, they take a penalty equal to the character’s Enigma rating.

Guild Status, Su-Menent  ••••
You hold high status within members of your guild.

Visions of the Dead gods •••••
You remember the faces of your Judges. Whenever doing work in their name, the character replenishes all Willpower upon completion.

Temple Guardian •••
You have been assigned a high temple guard who protects your temple at all costs.

The Warpath •••••
When you fill someone's last health box with lethal or aggravated damage, you can spend Willpower to make another close combat attack. Werewolves with this Merit replace the Willpower cost with Hard Rage.


Cult (Conspiracy):  ••••
Inbred Tribal Where else are they gonna go? Maximum Reach ••, but suffer no dramatic failures when rolling Reach.
Obedient: Cultists will commit sins down to Morality 4 without complaint.
Paranoid: Rolling Reach or Grasp requires an Intelligence + Politics roll, but suffer no dramatic failures when rolling Reach.

Cult (Enterprise) ••••••••••
Intellectual: Occult gets 9-again to Academics rolls when acting as research assistants.
Ritualistic: Cult rites grant +1 to replenish Pillars.
Wayward Cult: You hold the truth of the Judges back from your cult. +2 to block other cults, but frequent blocking strains credulity.
..........................................................................................................................................................................................

PILLARS
Ab: none Ba: none Ka:Ren: ••• Sheut: •••••

AFFINITIES
Enduring Flesh
Ka •
The mummy becomes effectively invulnerable to most natural environmental hazards, and strongly resistant to fire.
Retributive Curse

Gift of Truth
Ren •
The mummy may grant temporary versions of the Witness, Language, and Common Sense merits.
MTC 104

Face Without Witness
Ren ••
Appear obscured and wrong on photographs and video at will.

Beast Soul Fury
Sheut •
Reduces the mummy to a bestial rage, becoming dramatically more physically powerful but of limited intelligence.
MTC 100

Deathsight
Sheut ••
Grants several boons for perceiving and scrutinizing undead beings, as well as protection from them in exchange for Willpower

Grip of Death
Sheut ••
The mummy gains significant bonuses to grappling, rising from prone, and catching projectiles directed at her (including bullets). +2 TO GRAPPLE, VICTIMS THAT ARE GRAPPLED ARE MYSTICALLY SILENCED PREVENTING ALL VOCALIZATION, DEATH'S GRIP HELPS HIM TO HIS FEET, ALLOWING REFLEXIVELY TO COME FROM PRONE POSITION LIKE A CRUMPLED MARIONETTE.
MTC 105

Night Creature
Sheut ••
The mummy becomes more effective at stealth, and may spend Willpower to recognize spiritually "unclean" beings. Additional Willpower may be spent to gain bonuses against against unclean creatures. -1 TO BE SPOTTED, CAN PAY WILLPOWER TO ACCLIMATE DARKNESS, 1 WILLPOWER TO EMPOWER HIM FOR THE SCNEE, REDUCING TARGET TO FRIGHTEN OR INJURE THE UNCLEAN SUCH AS ATTACKS BY -1
MTC 107

Rouse the Khaibit
Sheut ••
The mummy's Memory temporarily drops to 1, preventing most degeneration, but becoming more prone to Vice. This state takes time to wear off. MEMORY DROPS TO 1 MAKING IT IMPOSSIBLE TO DEGENERATE, LOSES VIRTUE AN CAN'T REGAIN WILLPOWER, INDULGES VICE
MTC 108

Voice of Temptation
Sheut ••
The mummy can compel targets to act upon their Vice. MANIPULATION + INTIMIDATION VS MANIPULATION + PERSUASION TO BULLY A TARGET OUTRIGHT, MAKING VICTIM ACT COMPELLED TO ACT IN SHAMEFUL OR EVEN HARMFUL WAY WHILE INDULGING THEIR VICE.
MTC 111

Ancient Horror Unveiling
Sheut •••
Inflicts a phobia of the Mummy on a victim. SINGLE PLAYER AS INSTANT ACTION. SHE NEED SAY NOTHING AT ALL, SINCE VICTIM PERFECTLY REMEMBERS THE PHRASE FOR THE REST OF THEIR LIFE. FOR THAT TURN ONLY THE TARGET IS AFFLICTED W/ SYBARIS AND SEES THE MUMMY FOR WHAT THEY ARE. MUMMY SPENDS 1 WILLPOWER AND ROLLS PRESENCE + INTIMIDATION VS RESOLVE + COMPOSURE + POWER TRAIT. IF SUCCESSFUL, VICTIM GAINS A DERANGEMENT.
MTC 99

By Steps Unseen
Sheut •••
Allows for instantaneous, short range teleportation. CAN TAKE INSTANT ACTION TO HIDE THEMSELVES. PLAYER ROLLS STEALTH WIH A BONUS OF MUMMY'S SHUET RATING, RESISTED BY OPPONENT'S WITS + COMPOSURE. IF SUCCESSFUL, THEY DISAPPEAR INTO SHADOW, TELOPRING TO A DESTINATION WITHIN SHEUT X10 YARDS. THEY MUST BE ABLE TO SEE THEIR DESTINATION. FIRST ATTEMPT IN SCENE IS FREE. OTHERS COST 1 WILLPOWER.
MTC 101

Wisdom from Ruin
Status •••••
Treat guild business as a supplemental Vice. Render pupils and apprentices Witnesses. Glimpse phantasmal representations of your past and glean understanding from them.
..........................................................................................................................................................................
UTTERANCES

UTTERANCES CAN BE TERMINATED EARLY BY SPENDING 1 WILLPOWER POINT. OTHERWISE THE MAGIC ENDURES. CAN UNLEASH UTTERANCES EVEN IF THEY CANT SPEAK.

AWAKEN THE DEAD
Tier 1: Must touch target, bathing them in the nimbus of Sekhem. Roll Manipulation + Occult. If the corpse's skull is not intact, -5 to roll. Body can now answer questions with yes or no.
Tier 2: By word and touch, he causes a mostly intact human corpse to rise and serve him as a Lifeless monstrosity. Creature has no real mind or recollection of itself. It exists only to drag others into death, hunting down and killing all people it encounters unless preempted by its creator's orders.
Tier 3: Can resurrect the dead, touching a human or the space occupied by a manifesting ghost. The fused remains transmute to living flesh, generating back to perfect health. Such a miracle cannot last. After Memory + Sekhem hours pass, the resurrected mortal's body suddenly crumbles to dust and unravels into the great beyond, leaving no trace of them.

CHTHONIC DOMINION
Tier 1: Mummy conjures small blue orb that illuminates a three yard radius with a glow that reveals ghosts as if they were manifested and further endows the dead with speech and communication.
Tier 2: Arisen can command ghosts, but it must be a single concept "defend this tomb." Roll the Arisen's Presence + Intimidation, subtracting the ghost' Resistance or Composure. If successful, the ghost must obey the best of its abilities what is ordered.
TIER 3: Arisen reshapes a lost soul. The mummy targets a ghost or revenant she can perceive or a known ghost's anchors at the time of unleashing. Roll Manipulation + Occult, sub racing ghost's Resistance or Resolve. Each rolled success allows the mummy to impose one of the following Morality ratings, remove all metaphysical connections to one anchor or annihilate they memories.

DUST BENEATH FEET
Tier 1: Mummy bonds with the earth for an hour. Afterwards, whenever she suffers falling damage she heals all damage by the fall. She can swim through any inanimate object made of earthen material. She can take an instant action commanding loose earthen material town stone like robes and garments of ancient egypty. Can swim through earthquakes or landslide without being harmed.
TIER 2: Earth assembles around the mummy. Her Size increases by Ka rating, increasing weight by 500 pounds per dot of Sekhem. Dee is penalized by half that amount. Armor turns to 3/4. Add Ka rating to Strength to mage. Can swim out of armor to leave a massive statue of herself.
Tier 3: The mummy unleashes incantations lasting three days straight. Any physical distractions make them start over. When the rite ends, the mummy rolls Strengthe + Occult and must gain exceptional success to begin the devastation. An earthquake centers on its creator at magnitude 6.0, realasinsg damage for 10 miles. This won't topple most buildings, but wreaks hook. Use the Earthquake condition for affecting ghosts and anchors.

KISS OF APEP
Tier 1: Roll mummy's Ren + Sekhem, resisted by target's Stamina + Power Rating. If mummy wins, victim contracts supernatural disease that can infect any animate being, living or dead. It inflicts one point of bashing damage and prevents healing by any means for an hour. After an hour, the opposed roll repeats. Modern medicine can't fix this. p. 122. If the victim wins the contested roll, the disease halts it ravages and they can heal normally.
Tier 2: Arisen holds an object owned by cult. In final moments of the rite, . The mummy body crumbles. Should anyone damage the item or steal it, the suspended death curse takes hold of thief.
Tier 3: Arisen shoots a black set of clouds in the sky, spreading darkness in a space of Sheut x 20 yards. It remains fixed in the place summoned. Clouds block out all non magical light sources, though flames that burn visibly are no less hot. Everyone caught in shadow is blinded. Once per turn, darkness attacks one character within it who is hostile to creator. The attack uses a dice pool of the mummy's Presence + Sheut + Sekhem. Victim resists via an opposed roll of Resolve + Composure + Power rating adding +3 if their Virtue is Hope. If darkness wins, the enemy and all his worn possessions are dragged into a star of Twilight by inky tendrils, leaving them incorporeal. Victims turn back if they move outside the substance.  Mortals become deranged.

POWER OF RA
Tier 1: Mummy chooses target within Sekhem + Ren in yards. They can't have Size rating higher then Ren rating. Mummy rolls Wits + Occult as a ranged attack against that target. Success sets them flame. It can only be extinguished by beating it into the ground. It lasts for Sekhem + Ren in minutes otherwise.

REBUKE THE VIZIER
TIER 1: Whenever anyone casts hostel magic , the target is shielded by the space they occupy. Mummy Sekhem + Ra vs Skill + Power Rating to cancel.
TIER 2: This tier may be unleashed reflexively as a defense against any supernatural power against which the previous tier can defend. Doing so is automatically successful, snuffing out the inbound magic without a roll. However, the defense lapses in the moment it flares into existence and does not offer any lingering protection.
TIER 3: Unleashing this tier upon a target within Sekhem + Ren yards reveals all magic that temporarily enchants it to the mummy's intuition. p. 127. It suppresses the specific supernatural power or single spell for the scene.

SECRETS RIPPED FROM SKIES
Tier 1: Mummy unleashes Utterance while gazing up at the sky. Doing so reveals his location, and all geographical referents. Example, he may learn he's 20 miles south west of Mount Sinai.
TIER 2: The mummy speaks a word of power that reverberates across space. A blazing meteorite falls upon an intended target. The mummy can only choose a known target he can perceive within one mile, and that target must be exposed to the open sky. Roll Sheut + Occult + Sekhem as a ranged attack. Success inflicts lethal damage (aggravated to inanimate objects and structures). range penalties do not apply. The meter also creates a bonfire with Bunsen burner intesinity inside a two yard radius around impact crater, though flames only last the turn the meteor lands. Character who might be within the initial blast of fire and who are capable of applying their Defnese can sometimes escape the worst by rolling Dex + Athletics and subtracting these to the level of damage.

WORDS OF DEAD FURY
TIER 1: The Arisen summons a ghost by creating a new anchor of it. She cannot control which will arrive, but may commands it with other powers.
TIER 2: The mummy consecrates location to herself no larger than Sheut + Ka miles in diameter for one week. All ghosts in this area temporarily gain the following Numina: Ghost Speech, Maddening and Terrifying. They also gain two Essence points.
TIER 3: The Arisen summons a hour called a Chtonic Beast (p.135 Mummy).

WORDS OF DEAD GLORY
Tier 1: Arisen touches earth and rolls Intelligence + Occult, applying location manifestioatns. The Arisen summons Lifeless monster known as the Nenitu, a shambling simulacra of life. p. 136.
Tier 2: The mummy prepares a corpse in a ritual lasting from sunset to midnight. He rolls Intelligence + Occult + Ba -4. If successful, the body becomes sa reveneantArisen can give two goals.
TIER 3: The Arisen targets a manifesting ghost and a reasonable intact human corpse within 20 yards. His player rolls Manipulation + Occult + Ka, resisted by ghost's Power + Resistance. If mummy wins, it transforms the target's lingering humanity to make way for terrible powers. The ghost gains the Numina "Intruder" and Lucid Dead" reining itself to be malicious and seizes possession of the offered corpse.

WORDS of DEAD HUNGER
Tier 1: Can see ghosts, recognize anchors, strike ghosts with unarmed attacks as if they were corporeal, drain vitae while grappling ghost, drain energy and destroy it, using its Numina once.Tier 2: She may bestow a gift of accursed power to any ghost or revenant visible to her within Ba + Sekhem.
Tier 3: Opens mouth impossible wide, revealing a vortex of twisted rainbows disturbed by gravity. All ghosts within the mummy's Resolve + Composure + Sekhem feel abrading pull towards the mouth. They suffer one Aggravated mage per turn until they surrender. p. 138.


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ARISEN: THE GOLDEN AGE Empty Re: ARISEN: THE GOLDEN AGE

Post by Admin Fri May 11, 2018 8:08 pm

Tatura Nekht
ARISEN: THE GOLDEN AGE 80fdae_de2c0a3085794e51809ad5ca40b4446a~mv2

Virtue: Just
Vice: Wrathful
Decree: Sheut
Guild: Su-Menent
Judge: Jackal Headed god
Memory: 3 (Leave a robber of your tomb unpunished)
Sekhem: 8 (Trait Cap: 8, Pyros 40 at 8 per turn, Azothic Radius: City, Wasteland Creation, Rate: 1 Day at Size of City)
Health: 13
Willpower: 10
Defense: 4 (7 w/ both weapons in hand)
Initiative Modifier: 13
Speed: 21
..........................................................................................................................................................................................
Intelligence: 3
Wits: 4
Resolve: 5

Strength: 8
Dexterity: 8
Stamina: 8

Presence: 3
Manipulation: 3
Composure: 5
..........................................................................................................................................................................................
SKILLS
Academics: 5
Investigation: 4
Medicine: 3
Occult: 3

Athletics: 5 (Climb +2,9-Again,  1 Willpower to make it a Rote)
Brawl: 8 (Grapple +2, 9-Again,  1 Willpower to make it a Rote) )
Larceny:2
Stealth: 4
Weaponry: 8 (Khopesh +2,9-Again,  1 Willpower to make it a Rote)

Empathy: 1
Expression: 3
Intimidation: 5
Persuasion: 1
Streetwise: 1
Subterfuge: 1
...........................................................................................................
MERITS

Enigma •••
Whenever someone attempts to learn about, track or research the Mummy, they take a penalty equal to the character’s Enigma rating.

Guild Status, Su-Menent  ••••
You hold high status within members of your guild.

Profession, Temple Guardian (Unarmed, Weaponry, Athletics) •••••
You are a high temple guard who protects your Arisen at all costs.
Gain 9 again on chosen skills
Choose 3 skills instead of 2
Gain Rote Action for these

The Warpath •••••
When you fill someone's last health box with lethal or aggravated damage, you can spend Willpower to make another close combat attack. Werewolves with this Merit replace the Willpower cost with Hard Rage.

Two Weapon Fighting ( ••••)
Prerequisites: Wits •••, Fighting Finesse ••, Weaponry ••• Style Tags: Flexible, Light Melee
Effect: Unless your character possesses the Ambidextrous Merit she takes the usual –2 penalty for using a weapon in her off-hand. Neither weapon can be above Size 2 for performing these maneuvers.
Balanced Grip (•): Your character knows how to use her weapons so they’re not awkward to hold. Your character does not count her weapons’ Initiative penalties as long as her off-hand weapon’s rating is the same or the lower of the two.
Protective Striking (••): Your character uses her off-hand weapon to deflect attacks. She adds her off-hand weapon’s bonus to her Defense for the first attack made against her in a turn. If her off-hand weapon has no bonus then add +1 instead.
Dual Swipe (•••): Your character attacks with both of her weapons simultaneously against one target. As part of an all-out melee attack, add her off-hand weapon’s bonus to her attack roll and reduce her target’s Defense by 1. If her off-hand weapon has no bonus then add +1 instead.
Double Strike (••••): Your character attacks two different targets simultaneously. Spend a point of Willpower and designate two targets in close range of your character. Take the highest Defense and –1 to the dice pool. Choose which weapon’s damage applies to which target. This maneuver cannot be used with Dual Swipe.
For example, if you’re up against two opponents with 4 and 6 Defense, and you have a 2L and 1L weapon, you would take –7 to Double Strike (the 6 Defense, with an additional –1). If you rolled three successes, one opponent would take five points of lethal damage, and the other four points of lethal damage — your choice which.
................................................................................................................................................................
Khopesh Attack: +18 w/ 9 Again and Rote (+21 if using Double Strike) (+23 if using D. Strike and All-Out Attack)
Damage: 3L
ARISEN: THE GOLDEN AGE Images?q=tbn:ANd9GcS7onimnMWROWds5nNXPIYYoxvJ8IWbw8fREnIGH1RT93a0IDOy


Last edited by Admin on Fri May 11, 2018 8:34 pm; edited 3 times in total

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ARISEN: THE GOLDEN AGE Empty Re: ARISEN: THE GOLDEN AGE

Post by Admin Fri May 11, 2018 8:16 pm

AWAKENED THRALL CORPSES
ARISEN: THE GOLDEN AGE 80fdae_e038f34ae65a425b8c0f1bd3c7ecdb9d~mv2

WILLPOWER 1
INITIATIVE: 4
DEFENSE: 1
SPEED: 11
SIZE: 5
HEALTH: 10 (All boxes, including aggravated, must be filled to destroy creature)
..........................................................................................................................................................................................................
INTELLIGENCE 1, WITS 1, RESOLVE 1

STRENGTH 4 (7 IN A TOMB OR GRAVEYARD), DEXTERITY: 2, STAMINA: 5

PRESENCE 1, MANIPULATION 1, COMPOSURE 2
............................................................................................................................................................................................................
SKILLS

ATHLETICS 2
BRAWL 3
..........................................................................................................................................................................................................
DREAD POWERS

Hunger
The creature hungers for flesh of the living, with a lethal bite that inflicts +1 Lethal damage. They will eat away, though they can't swallow, leaving chunks on the ground.

Languages
Corpse thralls do not recall any language, but understand their creation regardless.

Life sense
The creature has a pool of +6 to notice living beings (or overcome their Stealth).

No Mind
Creature has no mind, and cannot be mind controlled or dissuaded from assigned tasks.

Strength of Grave
While in a dead area, including a museum or graveyard, their strength increases to 7.

Unnatural Toughness
They do not sleep, they do not fatigue, they only suffer bashing from bullets. They lack functional biology and can't be sick or poisoned, suffocated and ignore all burdens of life. Creature is immune to all wound penalties. Once Bashing is filled, Lethal is then filled and then Aggravated. Only when that is filled, do they finally fall.
..........................................................................................................................................................................................................
DICEPOOLS
+10 to attack, +1L Damage

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ARISEN: THE GOLDEN AGE Empty Re: ARISEN: THE GOLDEN AGE

Post by Admin Sat May 12, 2018 7:08 am

Nau Usur-t-kau
ARISEN: THE GOLDEN AGE 80fdae_dc778b3ae7964749b66624e5aa86dc34~mv2

Size: 5
Speed: 10
Defense: 6
Initiative: 6
Armor: None
HEALTH 8
WILLPOWER 6


MENTAL
Intelligence 3
Wits 3
Resolve 3

PHYSICAL
Strength 3
Dexterity 4
Stamina 3

SOCIAL
Presence 2
Manipulation 2
Composure 3
-----------------------------------------------------------------------------------------------------------------------
Mental Skills
Academics 1
Computer --
Crafts 2
Investigation 1
Medicine --
Occult --
Politics --
Science --

Physical Skills
Athletics 3
Brawl 2
Drive  1
Firearms 4 (Rifle) 9 AGAIN
Larceny --
Stealth 3 (Desert)
Survival 4 (Camping) (Tracking)(Harsh Weather) 9 AGAIN
Weaponry 3

Social Skills
Animal Ken 1
Empathy 1
Expression --
Intimidation 1
Persuasion 1
Socialize 1
Streetwise 1
Subterfuge 1
-----------------------------------------------------------------------------------------------------------------------
MERITS
Native Language: English
Resources: 2
Professional Training Soldier: 4
Status Army: 1
Iron Stamina: 2
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
Equipment
Military Outfit, 5 Reloads of Shotgun shells

Remington Model 10
Range 20/40/80
Clip 6
Initiative Penalty -4
Damage 3 ((9 Again))
Minimal Strength 3
Size 2
Availability 2

Colt 1911
Range 30/60/120
Clip 7 +1
Initiative Penalty -2
Damage 2
Minimal Strength 3
Size 1
Availability 3


Last edited by Admin on Sat May 12, 2018 7:13 am; edited 1 time in total

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ARISEN: THE GOLDEN AGE Empty Re: ARISEN: THE GOLDEN AGE

Post by Admin Sat May 12, 2018 7:12 am

The Cult of Rathamon

ARISEN: THE GOLDEN AGE 80fdae_782a924e2d8041b8bfbc7d2943022db9~mv2

Size: 5
Speed: 10
Defense: 6
Initiative: 6
Armor: None
HEALTH 8
WILLPOWER 6

MENTAL
Intelligence 2
Wits 3
Resolve 3

PHYSICAL
Strength 3
Dexterity 3
Stamina 3

SOCIAL
Presence 2
Manipulation 2
Composure 3
-----------------------------------------------------------------------------------------------------------------------
Mental Skills
Academics 1
Computer --
Crafts 2
Investigation 1
Medicine --
Occult --
Politics --
Science --

Physical Skills
Athletics 3
Brawl 2
Drive 1
Firearms 3 (Rifle) 9 AGAIN
Larceny --
Stealth 3 (Woodland)
Survival 3 (Camping) (Tracking)(Harsh Weather) 9 AGAIN
Weaponry 3 (Bayonet) (Tomahawk) 9 AGAIN

Social Skills
Animal Ken 1
Empathy 1
Expression --
Intimidation 1
Persuasion 1
Socialize 1
Streetwise 1
Subterfuge 1
-----------------------------------------------------------------------------------------------------------------------
MERITS
Native Language: English
Resources: 2
Professional Training Soldier: 4
Status Army: 1
Iron Stamina: 2
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
Equipment
Street Robes

M1917 Enfield Rifle
Range200 /400/800
Clip 5
Initiative Penalty -5
Damage 4
Minimal Strength 2
Size 3
Availability 2

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