Angels

Rank

All Angels possess a Rank. This rank is a single number, always at least 1, and continuing from there. Ranks determine a great many things about an Angel, including how many points they can spend to improve Characteristics, how many aptitudes, talents and traits they gain and how powerful their Angelic Weaponry is. Ranks are important, and they are designed so that a Rank 5 Angel is many times more powerful than a Rank 1 Angel. Generally, Rank 1-2 is a starting-level Angel, Rank 3-4 is moderate to powerful, with Rank 5 and above being reserved for the most powerful of Angels.
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Base Attributes

All Angels begin with a series of starting attributes, listed below:
Starting Characteristics: Angels begin with 30 in WS, BS, Strength, Agility, Toughness and Willpower, 20 in Intelligence and Perception, 10 in Fellowship and 80 in SR.
Starting Traits: Angels begin with the following traits: Angel (granting it Touched by the Fates (1), Angelic Biology (granting it UT(4), Fear (FB or WPB) and Regen (TB/2), Angelic Senses.
Characteristic Points: At generation, an Angel gains a number of characteristic points equal to its Rank*20. These points it may spend on any of its Characteristics except SR. However, a Characteristic may not be raised above 60 at this stage.
SR Bonus: The Angel adds its Rank*30 to its SR value.

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Aptitudes

All Angels possess a number of Aptitudes equal to their Rank. Each Aptitude has a Characteristic Bonus, a Trait bonus and a list of Talents. Each talent is divided into either Tier 1, Tier 2, Tier 3 or Tier 4. Tier 1 talents cost 100 XP, Tier 2 cost 200 XP and Tier 3 costs 300 XP; Angels may not take talents from a tier above their Rank. Each Aptitude also has a linked set of skills. They may also gain a number of ranks in the Aptitudes' skills equal to their Rank. All Angels begin with Rank*500 XP, which they may spend as they like; buying talents from an Aptitude they do not possess doubles the XP cost, however.

Aptitude Characteristic Bonus +10 to WS and Strength.
Aptitude Trait Bonus Unnatural Strength (+2). Brutal Charge (WSB/2) or Unnatural Weapon Skill (+2).
Aptitude Skills All Weapon Skill and Strength skills.
Tier One Talents
AT Discipline (Tier 1)
Furious Charge
Disarm
Double Team
Takedown
Street Fighting
Swift Attack
Unarmed Warrior
Tier Two Talents
AT Discipline (Tier 2)
Battlemaster
Combat Master
Crippling Strike
Double Team
Dual Strike
Duelist
Gravity Kick
Lightning Attack
Precision Attack
Wall of Steel
Tier Three Talents
Assault Jump
Blood Frenzy
Brutality
Crushing Blow
Flesh Render
Heroic Blow
Irresistible Force
Killing Strike
Thunder Charge
Whirlwind of Death

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AT Field Discipline

All Angels begin with the Innate Proficiency Discipline.
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Body Definition

Body Definition define what the Angel looks like and as well as grants it various abilities. In this space, body parts and more will be purchased for the Angel. All Angels begin with a Core and a Torso. They gain a number of points equal to their Rank which they can spend buying different body parts. Body Parts are divided into Cores, Torsos, Heads, Arms, Legs, Size, Composition and Extras; an Angel must purchase at least one part from each category except for Extras. Note that buying arm or leg parts represents buying a 'pair' of limbs, not just one. All Body Parts possess a 'Compatibility' category, marked with a letter: if two body parts in the same category possess the same letter, then they may be purchased together: merge their Specials, then take the highest from their AP, Wounds and Characteristic Effect (per characteristic). Note: If the Torso and a different Body Part type have overlapping Hit Percentages, the other Body Part has priority over the Torso.

Body Part Hit Percentage AP Wounds Characteristic Effect Special Compatibility Cost
Cores
Core 31-40 TB/2 (TB*2)+10 - - A Free
Core (Ablative) 31-40 TB/2 (TB*2)+10 - Begins with Ablative (5). A 1 Point
Core (Arrayed) 31-40 TB/2 (TB*2)+10 +20 SR - A 1 Point
Core (Redundant) 31-40 TB/2 (TB*2)+10 - The first time this Angel's Core is destroyed, it may burn a Fate Point; it teleports 1d10km in a random direction, then regrows a new core with full wounds. A 1 Point
Torso
Torso 41-70 TB (TB*3)+15 - - A Free
Torso (Morphic) 41-70 TB (TB*3)+15 +10 Toughness This Angel gains the Amorphous trait. A 1 Point
Torso (Swarm) 1-100 TB (TB*3)+15 - This Angel gains the Swarm trait. It may not purchase any other body parts except the Headless, Armless and Legless parts. Its torso must be entirely destroyed before the Core will appear. B 1 Point
Head
Headless 1-10 - - - Headless Angels count as Blind and have to count on their Angelic Senses for sight. This adds option adds +2 AP and +10 wounds to the Torso and Core parts. They may not gain Head-based Angelic Weapons. Any hit rolls to this location hit the Torso instead. A Gain 1 Pt.
Head 1-10 TB/2 TB+5 - - B Free
Head (Decentralised) 1-10 - - - This Angel's conventional senses are decentralised through its body. This Angel does not possess a Head part, but is not considered Blind; its Torso must be destroyed for it to be made blind. This option adds +2 AP and +10 wounds to the Torso and Core parts. They may not gain Head-based Angelic Weapons. Any hit rolls to this location hit the Torso instead. C 1 Point
Head (Eyeless) 1-10 TB/2 TB+5 - This Angel has no eyes but can see perfectly in all directions at all times, giving it a +20 to Awareness tests. It also possesses the Dark Sight trait and cannot be blinded without destroying the head. D 1 Point
Head (Magna-Cyclops) 1-10 TB/2 TB+5 +10 BS - E 1 Point
Head (Multitude Eyes) 1-10 TB/2 TB+5 +10 Perception - F 1 Point
Arms
Armless 11-20 (Left), 21-30 (Right) - - - Armless Angels possess no Arms. This adds option adds +1 AP and +5 wounds to the Torso and Core parts. They may not gain Arm-based Angelic Weapons. Any hit rolls to this location hit the Torso instead. A Gain 1 Pt.
Arms 11-20 (Left), 21-30 (Right) TB/2 (TB)+10 - The Angel is treated as having Improved Natural Weapons (0). B Free
Arms (Multiple) 11-20 (Left), 21-30 (Right) TB/2 (TB)+15 - Gain the Multiple Arms (2) trait. This body part may be purchased multiple times; each time, increase the Wounds of arms by +5 and increase the Multiple Arms trait by +2. B 1 Point
Arms (Prehensile) 11-20 (Left), 21-30 (Right) TB/2 (TB)+10 - This Angel's arms are prehensile, increase their melee range by 1km and any Arm-based Angelic Melee Weapons become Flexible. B 1 Point
Arms (Powerful) 11-20 (Left), 21-30 (Right) TB/2 (TB)+10 +10 Strength - B 1 Point
Legs
Legless 71-85 (Left), 86-100 (Right) - - - Legless Angels possess no Legs. They cannot walk and instead possess either the Crawler or Hoverer (AB/2) trait of your choice. This adds option adds +1 AP and +5 wounds to the Torso and Core parts. Any hit rolls to this location hit the Torso instead. A Gain 1 Pt.
Legs 71-85 (Left), 86-100 (Right) TB/2 (TB)+10 - - B Free
Legs (Abyssal) 71-85 (Left), 86-100 (Right) TB/2 (TB)+10 - Gain Amphibious (AB+2). Gain Unnatural Agility (2) and Bounder traits so long as you are in or on water. So long as you are in the water you gain an extra Reaction which may only be used to dodge per round. B 1
Legs (Multiple) 71-85 (Left), 86-100 (Right) TB/2 (TB)+15 - Gain the Multiple Legs (2) trait. This body part may be purchased multiple times; each time, increase the Wounds of arms by +5 and increase the Multiple Legs trait by +2. B 1 Point
Leg (Serpentine) 71-100 TB/2 (TB)+20 +10 Agility This Angel possesses a single serpentine tail as a leg; it gains the Crawler trait, and always counts as having the High Ground against enemies on the same elevation. This body part may be purchased multiple times; each time, increase the Wounds of arms by +5 and increase the Multiple Legs trait by +2. C 1 Point
Size
Size (Scrawny) - - - - Gain the Size (Scrawny) trait. This does not affect your movement speed. A 1 Point
Size (Average) - - - - - B Free
Size (Hulking) - - - +10 Strength and Toughness Gain the Size (Hulking) trait; all body parts gain +2 wounds. C 1 Point
Size (Enormous) - - - +10 Strength and Toughness Gain the Size (Enormous) trait; all body parts gain +4 wounds. D 1 Point
Size (Massive) - - - +20 Strength and Toughness Gain the Size (Massive) trait; all body parts gain +6 wounds. E 2 Points
Size (Immense) - - - +20 Strength and Toughness Gain the Size (Immense) trait; all body parts gain +8 wounds. F 2 Points
Composition
Angelic Flesh - - - - - A Free
Crystalline - - - +10 Fellowship Gain the Specialised (+4, Energy) Armour Quality and immunity to Flame attacks. B 1 Point
Insubstantial - - - +20 SR Gain the Phase trait. C 2 Points
Metallic - - - - +2 AP to all areas. D 1 Point
Extras
Absolute Motion - - - - Gain the Amphibious, Flight, Hover and Void (AB) traits. A 1 Point
Wings 61-70 TB/2 (TB)+5 - Gain the Flight (AB+2) and Bounder traits. This body part may be purchased multiple times; each time, increase the Wounds of Wings by +5 and increase the Flight trait by +2. A 1 Point

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Special Abilities

All Angels possess special abilities, which in many ways define what makes them unique against their peers. All Angels gain a number of points to spend on Special Abilities equal to their Rank. All special abilities possess an Aptitude, the same Aptitudes as above. If an Angel's aptitudes and a special ability's match, the ability costs just 1 point; if they do not match, then the ability costs 2 points.

Name Effect Aptitude
Implacable The Angel gains Touched by the Fates (+1). Can be taken multiple times. All
Aura of Awe Attacks against the Angel never benefit from Ganging Up bonuses, and even more, the Angel may treat all enemies as allies for the purposes of Ganging Up bonuses for their own attacks; it gains these bonuses even if their targets are immune to Ganging Up. Hero
Guided Sword The Angel gains a number of rerolls per battle equal to its WSB. These may only be spent on rerolling WS tests. Hero
Warrior Angel The Angel gains an extra Melee Angelic Weapon. Hero
Anathemic Response If attacked the Angel may, as a Reaction, instantly attack their attacker with any Ranged Angelic Weapon. Smiter
God's Thunder The Angel gains an extra Ranged Angelic Weapon. Smiter
Unerring Wrath The Angel may, instead of gaining the attack roll bonus from a Full Aim attack, instead hit all enemies in range and line of sight with a single Ranged Angelic Weapon on any setting, up to the Angel's BSB/2. Smiter
Catastrophic Strength Once per turn, whenever the Angel performs a Charge, All Out or Full Aimed melee attack, it may, as a Free Action, use the Take Down action on any of the targets of its attack. Behemoth
Terrible Redemption Whenever the Angel kills an enemy or forces a Horde to Break, it increases its Fear trait by one for the rest of the battle (to a max of 4) and all enemies within range of the new Fear radius must instantly test against the Angel's Fear. Behemoth
Unstoppable Force This Angel's Melee Attacks always force the defender to make a Toughness test; on a failure, they act as though they have failed to resist a Knockdown action, adding the Angel's attack's DoS to their Degrees of Failure. This triggers even if the attack was parried or dodged (but not if it missed or was deflected). Behemoth
Great Beast The Angel gains +10 wounds to all areas, and counts its size as two larger for the purposes of grapples and parries. Juggernaut
Immortal Being The Angel gains the Stuff of Nightmares and Well of Life traits. Juggernaut
Resilient Frame The Angel may make a Toughness+20 test as a Reaction to an attack; on a success the attack is negated, disregarding any multiple hits or other special abilities. Juggernaut
Aligned Shadows The Angel is never Surprised. Furthermore, attempts to detect it in stealth or resist being surprised by it take a -20 penalty. Predator
Grace of Seraphim The Angel never has to spend a Reaction to maintain Flight, and ignores Difficult Terrain. Predator
Watchful Raptor Any attempts to feint or Disengage from the Angel take a -30 penalty. Predator

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Angelic Weapons

All Angels possess a single Angelic Weapon. They gain an extra Weapon for free for every 3 ranks they possess.

Rules for Angelic Weapons can be found here: Angelic Weapons Creation

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