(Torso) - Wounds 20 - AAV 4
of S'Tij (both
- "N" - PV 3
Rules for D'Kari:
All actions directly aimed at an opponent require line
of sight and the target must not be further away than
55 cm. D'Kari cannot use an action to aim at an opponent
when using their psionic skills. The following powers
can be used by every D'Kari:
1. Wholeness of Mind
The D'Kari gets a bonus of +1 to RCS, MCS and BR for each
other D'Kari on his team and in the arena.
A powerful blow ignoring armour, protective equipment
and damage reductions of any kind.
It inflicts 4 points of damage, which go into one location.
D'Kari can only receive tuning of their attributes.
Armour cannot be tuned as well as they
cannot carry any equipment.
D'Kari never fight against each other, never team up with
Krrill and when fighting Krrill the
Psionics get a bonus of +1 to RCS, MCS and BR.
S'Ter and her sister S'Tor enter the arena as a team.
On the battlefield they act as individual characters in
their own right, but at the end of their actions they
must not be further apart than 25 cm. They can use a team
attack that has to be announced before using the action.
If both of them are in base contact with the same enemy
and the size of the enemy is +1 or less they can perform
their team attack by rolling for MCS (only 1 roll for
both of them, each of the sisters has to spend one action).
If the roll is successful they grab the enemy with their
claws, lift him into the air (1 time their MR), let him
fall down and land in base contact - all within that one
action. The enemy suffers falling damage according to
the template scheme and lies on the ground. After that
the victim can try to react. The team action can be successfully
used only once per round. If one of the sisters is removed
from the arena the remaining one cannot use the team attack
S'Ter and S'Tor can strike with
both claws in one action (roll twice for RCS). Like all
psionic relics the Claws of S'Tij ignore armour, equipment
and damage reduction of any type.As long as they still
have their wings they can move twice their MR ignoring
all penalties to MR. They cannot enter woods and buildings.They
can go any direction using their wings. If they are hit
in the torso you roll a d20 to determine what was hit:
1-14 the torso, 15-20 the wings. The wings cannot be destroyed
by usual equipment hits.