ST 11
DX 12
IQ 6
HT 12
Hit Points: 15
Will: 10 [20]
Perception: 12 [30]
Fatigue Points: 9 [-9]
Mana Points: 9
Recovery: 12
Basic Speed: 6.00
Basic Move: 8 [10]
Size Modifier: 0
Damage (Thrust): 1d-1
Active Defense:
Dodge: 9
Shadow Dodge: 11
Body Sense (DX+1): 13
Brawling (DX+2): 14
Stealth (DX+1): 15 (+2 while still)
Tracking (Per+0): 16
Melee Attack: Bite
Roll Brawling: 14
Thrust Attack Damage: 1d-1
Cutting Damage (Penetrating damage x1.5)
Follow Up Damage: Umbral Wolf Poison
Damage: 1d-1 Fatigue Points
Save: HT -2
Umbral Dire Wolves are pack hunters that often target larger animals in the wild. Their general tactic is to make many weak bites, draining their targets Fatigue until they succumb to exhaustion and the wolves can more safely move in and devour their prey.
Basic bite attacks made by Ace that deal damage to their target inflict Umbral Wolf Poison. The poison requires an HT roll at -2 or the target loses 1d-1 FP.
Note: The distinction here is that follow up damage isn't part of the initial attack that needs to get past the targets DR in order to deal damage. Only if the physical attack deals at least 1 point of physical damage can the Poison damage take effect.
Cost to Activate: 1 mana
Cooldown: 5 seconds.
Concentration Action:
DX 16 roll to teleport up to 10 meters.
Active Defense: Warp Dodge
DX 11 roll to dodge an attack.
Ace can instantly dissolve into shadowy smoke and step through the shadows, disappearing from one location and reforming in another shadow up to 10 yards away. This ability requires a nearby ambient shadow to enter, and a safe shadow to arrive in.
When used normally it takes a single concentration action requiring a DX based roll of 16, however the power can also be used defensively to dodge an attack by disappearing and reappearing out of harms way. To do this Ace has to roll a DX based roll of 11.
Utilizing this power costs 1 Mana Point (MP). Once used, the power requires 5 seconds to recharge before it can be activated again.
Ace shares a permanent, soul-bound mental link with his master. He can't read his master's mind, nor can he communicate with any other creature. However, he can project his own thoughts directly into his master's brain across great distances. Ace communicates using clear, spoken words (using its IQ 6) and can flash crisp, monochrome, static visual snapshots of things it has seen (such as an image of a guard's face or a specific room layout). This power is magical and will fail in anti-magic zones.
Communication out to a range up 200 meters is completely automatic. Ace can silently whisper to you or share images effortlessly while scouting. However, if Ace leaves your immediate vicinity, the telepathic link is strained by distance. To send a message or a snapshot from afar, Ace must roll against his Will (10) with a long-distance penalty:
Up to 1 mile: Will 8 or less
Up to 10 miles: Will 6 or less
Chameleon: Gives +2 to stealth when standing still or +1 while moving in shadows.
Silent: Give +1 to stealth while moving or +2 while stationary.
Darkvision: Sees Perfectly in total Darkness; Ignores Light Penalies.
Sharp Teeth: Cutting damage instead of crushing when it bites.
Discriminatory Smell: Can track by scent and identify individuals by smell. Gives +4 to perception related to smell and tracking skill.
Cannot Speak: It can only speak to you telepathically; to others, it just growls.
Colour Blindness: Ace can't see colour, viewing the world in shades of grey.
Frightening Appearance: Its eyes glow like embers and its coat eats light, giving it a -2 to reaction rolls from ordinary townfolk.
Quadruped: Standard meta-trait for four-legged beasts. Includes Horizontal, No Fine Manipulators, and Extra Legs.
Body Sense (DX+1): 13 — Roll this after warping, if you fail you lose your next turn.
Brawling (DX+2): 14 — Expert at biting and tackling.
Stealth (DX+1): 15 — Modified By Silence and Chameleon, Ace's stealth functions best in the shadows. He rolls at 15 while moving and 17 while remaining still.
Tracking (Per+0): 16 — Ace is an excellent tracker, but a big part of the high score here is the +4 from Discriminatory Smell.
Total Points: 75
ST +1 [10]
DX +2 [40]
IQ -4 [-80]
HT +2 [20]
HP: +4 [8]
Will: +4 [20]
Per: +6 [30]
FP: -3 [-9]
Basic Move: +2 [10]
Chameleon 1 5 points
Silent 1 5 points
Darkvision 10 points
Discriminatory Smell 15 points
Sharp Teeth 1 point
Cannot Speak -15 points
Colour Blindness -10
Frightening Appearance -5 points
Quadruped -35 points
Short Lifespan 2 -20 points
Body Sense 4
Brawling 4
Stealth 4
Tracking 2
Advantage: Innate Attack (Fatigue 1d-1)
Base: 7.
Follow-Up (Sharp Teeth) -0%
Resistible (HT -2) -20%
Power Origin: Magic -10%
Advantage: Warp
Base: 100.
Reliable (+9) +45%
Alternate Attribute (DX) +20%
Accessibility (Shadow-to-Shadow) -40%
Short Range Only (Max 10 yards) -50%
Takes Recharge (5 seconds) -10%
Costs Mana 1 -5%
Power Origin Magic -10%
Advantage: Telecommunication (Telepathy)
Base: 30.
Visual Communication (Static Images) +10%
Send Only -50%
Accessibility (Master Only) -40%
Power Origin: Magic -10%