Wild Card.
Attributes: Agility d10, Smarts d6, Spirit d12, Strength d12, Vigor d12
Attributes: Agility d10, Smarts d6, Spirit d12, Strength d12, Vigor d12
Skills: Fighting d10, Notice d8, Stealth d10
Pace: 12; Parry: 7; Toughness: 10
Edges: Improved Extrication, Improved Frenzy, Quick
Special Abilities:
• Fast: Unicorns roll a d12 for running.
• Healing: A unicorn can use the magic of its horn to heal as well as harm; once a day it can use the Greater Healing power by touching a target with its horn. This also cures any poisons, diseases, or other illnesses.
• Horn or Hoof: Str+d8.
• Fast: Unicorns roll a d12 for running.
• Healing: A unicorn can use the magic of its horn to heal as well as harm; once a day it can use the Greater Healing power by touching a target with its horn. This also cures any poisons, diseases, or other illnesses.
• Horn or Hoof: Str+d8.
• Size +2: Toughness +2
• Purity: A unicorn can make a notice check at +2 to smell out virgins.