Ansenii, God of War

Ansenii and his aspects are most often worshipped by warriors and other men who make fighting a regular part of their profession. Ansenii seeks perfection in combat out of all his followers. To refuse a fight for cowardly reasons (retreat with good reason is okay!) is a great affront to him. He also frowns on using non-physical means to resolve combat; few wizards will be followers of Ansenii unless they like to get their hands dirty.

I. Item : Ansenii holds metallic ore sacred. When a Level I power is used, the appropriate amount of ore turns into quicksilver and coats the affected subject matter.

II. Fatigue : The priest's body ripples with quicksilver.

[2] Robin : ST 2, DX 14, IQ 5, HT 12/3; PD 0 DR 0

Move (10 Flying), Dodge 11

- The robin has a telepathic link with its priest and can communicate what it sees. The priest can command it through this link.

[4] Knight : An imposing 6' figure, the knight wears a full helm but his glowing white eyes can be seen through the slits.

ST13, DX 13, IQ 10, HT 12, PD 4, DR 4

Move 6, Parry 13, Dodge 11, Block 11, 1 Attack

- Broadsword (15) [1d+1 impaling, 2d cutting]

- Long Bow (13) [ 1d+2 impaling]

[4] Quickling : ST 14, DX 12, IQ 11, HT 12; PD 2 DR 4

Move 6, Parry 11, Dodge 10, Stealth 16

- 2 Knives (15) [1d, 2d-2 + poison 2d or 1d if resisted]

- Bow (14) [2d]

[6] Gryphon : ST 35, DX 14, IQ 5, HT 15/25; PD 2 DR 4;

Move 6 (15 flying), can carry up to 250lbs when flying

Parry 12, Dodge 11, 2 Attacks

- Claw (16) [2d cutting]

[8] Wyvern : ST 50, DX 15, IQ 7, HT 14/35; PD 3 DR 6

Move 7 (18 flying), can carry up to 500lbs in flight

Parry 13, Dodge 11, 2 Attacks

- Claw (16) [3d cutting]

- Tail (18) [d+2 + poison 3d or 1d if resisted]

[8] Minor Dervish : Like the Major Dervish, this creature is a whirling mass of weapons. Upon summoning, the priest must decide what type of weapon composes the dervish.

ST 17, DX 14, IQ 8, HT 14/20, PD 0, DR 4

Move 7, Parry 15, Dodge 11, 2 Attacks

- Weapon attack (18) [4d Blunt, 3d Cutting, 2d Impaling]

- Thrown weapon (16) [4d Blunt, 3d Cutting, 2d Impaling] 20 hexes

III. Character Points : Mercury lines of energy radiate from the priest along the cardinal directions.

IV. Attributes : For the highest powers granted by the gods, priests must sacrifice some of their own life energy. Upon using one of these powers the priest chooses an attribute and it immediately drops the required number of points. Any skills based on that attribute also drop. Attributes may be regained as normal, but always cost double the initial character point value. For priests of Ansenii, the sky flickers quicksilver and a peal of thunder splits the air.

Major Dervish : ST 22, DX 18, IQ 12, HT 20/35; PD 6 DR 8

Move 9, Parry 17, Dodge 16, 2 Attacks

- Weapon attack (21) according to type:

Blunt [6d]

Cutting [4d]

Impaling [3d]

- Throw weapon (2) up to 60 hexes

- The dervish can engulf an opponent with its whirling weapons. The opponent automatically takes normal damage plus 2d each round. The dervish cannot attack or defend while engulfing.

- The dervish may also engulf its master; it will not harm the priest but any opponent that engages in melee with him will take damage as above.

- The priest may summon the dervish to him by spending 2 fatigue.

- The dervish regenerates 2 HT per day.

- If the dervish is ever killed, the priest is mentally and physically stunned.