Name: Harbinger of Terror Gender: Male Age: Enough Race: Halflinger Class: Juggernaut Health: 125 (150) Stamina: 75 (100) Resilience: 4 Ferocity: 8 Speed: 8 Awareness: 1 Creativity: 1 Willpower: 2 Awards: Deadly: 7 or more Ferocity Reward: Intimidate skill, Dual Strike skill Racer: 7 or more Speed Reward: Dash skill, Go For It skill Skills: Hefty: +25 stamina and Health (Halflinger racial bonus) Dodge Type: Passive Acquired: Bolter Class - Picked Juggernaut Skill Whenever defending against an attack, this skill may be used to substitute Speed in place of the Resilience stat. However, if the dodge fails, the user’s Resilience does not reduce the damage he or she takes. Over-Bearing Type: Passive Acquired: Juggernaut With each consecutive hit on a single target, the owner of this skill gains +2 to their next roll to attack. This skill resets when an attack misses, or the target changes. Fury Type: Active Cost: 50 Stamina Count: 2 Acquired: Berserker - Picked Juggernaut Skill Using this skill sends the user Berserk, and immediately applies 50 points to their current Health. These 50 points can go over the maximum. This Berserk condition lasts 5 turns, or until the end of combat. While Berserk is active, the user gains 2 Speed. add on- Berserk: The afflicted cannot use any skills or spells, and will make normal attacks on the last target to attack them. Normal attacks have the same to-hit roll, but gain bonus damage equal to the Ferocity of the afflicted. Intimidate Type: Active Cost: 5 Stamina Count: 6 Acquired: Deadly Award Used to intimidate characters and get your way. The user rolls 2d12+Ferocity, and the target rolls 2d12+Willpower. Outside of combat, the target will automatically submit to the user’s whims as well as they can. In combat, the target will be inflicted with Fear towards the target. This will not cause them to run away from the combat, but they will try to keep away from the user. Dual Strike Type: Active Cost: 5 Stamina Acquired: Deadly Award This skill is used with a normal attack to make a second attack immediately following it, at a penalty of -4 Ferocity. Usable once per normal attack. Go For It Type: Active Cost: 4 Stamina Acquired: Racer Award After finishing a full movement, the user is able to use this skill to try and move an extra 5’. The user rolls 2d12+Awareness. As long as they reach at least 12, they make the extra distance. This can be used consecutive times in a turn, but for every extra use, a stacking -2 penalty is applied to the roll. Dash Type: Active Cost: 4 Stamina Acquired: Racer Award Allows the user to make a gallop-speed movement from a full stop. This doesn’t mean they can make a full stop from a gallop. During combat, the user can’t make any actions before a Dash. Equipped: Hoofs Inventory: None Appearance: Imagine the toughest pony you know with a manly beard. Now double that. That's how tough you have to be to match Harbinger. He is a tall, dark purple, and a rough blood red mane stained by what was his enemies. His eyes are various dark colors. His Cutie- Er, Toughness Mark is a berserking pony! That is real tough! A Bit of Background: Too come later