Val CHA Cost Roll Notes 40 STR 30 17- Lift 6400 kg; 8d6 HTH Damage  18 DEX 16 13- 28 CON 18 15- 10 INT 0 11- PER Roll 13- 13 EGO 3 12- 25 PRE 15 14- PRE Attack: 5d6 6 OCV 15 6 DCV 15 3 OMCV 0 5 DMCV 6 4 SPD 20 Phases: 3, 6, 9, 12 14 PD 6 Total: 14 PD (6 rPD) 14 ED 6 Total: 14 ED (6 rED) 14 REC 10 55 END 7 25 BODY 15 60 STUN 20 Total Characteristics Cost: 202 Movement: Running: 24m/48m Leaping: 16m/32m Swimming: 4m/8m Cost Powers & Skills 10 Sweeping Blow: Area Of Effect (1m Radius; +¼) for up to 40 Active Points of STR, END 1 25 Antlers: HKA 2d6, Area Of Effect (2 x 2m Areas; +½), Fixed Shape (-¼); No STR Bonus (-½), END 4 31 Saber-Toothed Bite: HKA 1 ½d6 (3 ½d6 w/STR), +1 Increased STUN Multiplier (+¼), END 3 31 Tusks: HKA 1 ½d6 (3 ½d6 w/STR), Armor Piercing (+¼), END 3 24 Eagle's Claws: HKA 2d6 (4 ½d6 w/STR); Reduced Penetration (-¼), END 3 18 Supernaturally Tough Hide: +6 PD, Resistant (+½) plus +6 ED, Resistant (+½) 40 One With The Natural World: Damage Negation (-12 DCs Physical); Only Works Against Normal Animal Attacks (claws, teeth, antlers, hooves,and so on; -½) 60 Manifestation Of Nature's Wrath: Physical Damage Reduction, Resistant, 50% plus Energy Damage Reduction, Resistant, 50% 6 Heavy: Knockback Resistance -6m 20 Manifestation Of Nature's Wrath: Mental Defense (20 points total) 6 Deer's Legs: Leaping +12m (16m forward, 8m upward), END 1 12 Deer's Legs: Running +12m (24m total), END 1 42 "Sees" Without Eyes: Spatial Awareness (no Sense Group), Discriminatory, Range 6 Sharp Senses: +2 PER with all Sense Groups 25 Spirit Of The Natural World: LS (Eating: Character does not eat; Expanded Breathing; Immunity All terrestrial poisons and diseases; Longevity: 200 Years; Safe in Intense Cold, Intense Heat; Sleeping: Character only has to sleep 8 hours per year) 2 Long Limbs: Reach 2m Talents 3 Bump Of Direction 11 Fearless Notes: See Fantasy Hero 6E page 139. Skills 16 +2 with HTH Combat 8 Cunning: +2 with all Intellect Skills 9 AK: Spirit's Home Region 18- 2 Concealment 11-; Self Only (-½) 3 Climbing 13- 2 Navigation (Land) 11- 3 Shadowing 11- 3 Stealth 13- 3 Tracking 11- 2 Survival (Temperate/Subtropical) 11- Total Powers & Skill Cost: 423 Total Cost: 625 175+ Matching Complications (50) 10 Physical Complication: Large (4m, +2 OCV for others to hit, +2 to PER Rolls for others to perceive) (Infrequently; Slightly Impairing) 15 Physical Complication: Limited Manipulation (Frequently; Slightly Impairing) 20 Psychological Complication: Driven To Avenge Perceived Crimes Against The Natural World (Common; Total) Total Complications Points: 50 Experience Points: 450
Ecology: These creatures have many names among the different cultures and races of the known world. Orcs, for example, refer to them as “Forest Demons,” and say they’re summoned by the elves; while wood elves call them “the Wrath of Nature,” and state they only appear when there is a great evil to be fought or a wrong to be righted. It is unknown how avenging spirits are created, although some druids and magicians presume they’re a physical manifestation of the natural world’s will. Other say they’re agents of the gods of the forest, the hunt, and animals, sent out to do divine bidding. In any event, these creatures are rarely seen and tend to only appear where nature (be it the forest, animals, waterways, and so on) is being despoiled and squandered.
Personality/Motivation: A driven engine of retribution, an avenging spirit is rather single-minded, seeing as it only exists to seek out and destroy whatever caused it to manifest in the first place. Thus, much like nature itself, it can be rather amoral and uncaring, at least the point of view of the humanoid races. Similar in many regards to a spirit of the forest (see), an avenging spirit will combat what it perceives as evil, not necessarily what a human or elf might define as evil. It also can (and will) be ruthless in its vengeance, hunting down and destroying its foes without mercy.
Powers/Tactics: Of great size, an avenging spirit is a material manifestation of the phrase “Tho’ Nature, red in tooth and claw”. It fights with great saber teeth, sharp claws, long tusks, and a great spread of antlers, seeking to rend, tear, and destroy its foes. Nearly fearless, an avenging spirit will attack without hesitation, using its antlers to strike down multiple foes, then biting at those on the ground. Against larger targets, the avenging spirit will Grab its foe, then attempt a gore attack with its tusks. It will also use its great speed to perform Move Bys and Move Throughs with its antlers, and will attempt Multiple Power Attacks (in the form of two claw attacks) on Stunned, prone, or otherwise disadvantage foes. One thing an avenging spirit won’t do, is retreat.
Appearance: Around 12’ in height, an avenging spirit combines elements of various animals into one whole. The body itself is roughly humanoid, with powerful deer’s legs, long arms ending in eagle’s claws, the tusked skull of a saber-toothed tiger for a head, and spreading elk’s antlers.
Designer's Notes: I found the image I’m using for the Avenging Spirit of Nature on 4chan. I have no idea what game (if any) the miniature is used for, but found the character almost created itself. I decided to make it the animal counterpart to the Spirit of the Forest, and found building it to be a snap—I simply took a starting character sheet, applied the large Template, and then added in powers based on the animal parts depicted. You could easily make different versions of an Avenging Spirit with different animal combinations—an elephant’s trunk for example, or an antelope’s horns. You could even create a marine version, by combining various animal elements (Sharktopus anyone?).
(Character sheet created by Michael Surbrook)
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