by torilen » December 3rd, 2014, 9:53 pm
sandman
BP 8
MP 10
Move
- 7 walk
- 14 float (as cloud of mist)
- 14 float (as cloud of sand)
AD 1 (fist) or weapon (if desired - typically will be exotic type of staff, magical)
DD 6 (robes and inherent magical protections)
Other equipment: Amulets, wands, rings, magical boots, potions
Special - Sleep:
Can make use of Chaos Spell "Sleep" up to 6 times per quest
Hero must roll 6 on at least 2 dice to break spell
Special - Float:
Sandman can turn into a cloud of either mist or sand and float
as a movement. Turning into the cloud is instantaneous, as is
turning back into human shape. Sandman can use each of these
clouds twice per quest. While in cloud form, Sandman can move
through cracks and holes in the wall, as well as under doors
and through windows.
Special - Hallucinate:
Heroes must roll one red die for each Mind Point and must roll
a 6 on at least 2 dice to break or resist this spell. If the
spell is not broken or resisted, the effected hero will view
his companions as the most abundant enemy currently in view, and
will last until it is broken. The effected hero will not be able
to see his companions as they really are, nor will he be able to
hear anything they say - their voices will be heard as nothing
more than growls and screams. If no enemies are in view when the
spell is cast, it will have no effect.
Special - Dream:
If a hero is asleep, Sandman can cause him to dream any dream
he wishes. The hero must roll one red die for each Mind Point,
and must roll 6 on at least 3 dice to break the spell.
If the Evil Wizard wishes, this dream can be drawn out into full
quests. If not, simply treat as a combat - Sandman and Hero roll
combat dice equal to their respective mind points, though any
damage that would be caused reduces the heroes actual body points.
The hero does not roll attacks against Sandman.