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Revenant

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0% found this document useful (0 votes)
287 views48 pages

Revenant

Uploaded by

Kuro Hit
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Revenant

Age of Chaos

1
An Overview 6
The Plane of Chaos 6
Revenants 7
Character Creation 8
The Main Aspects 8
Point Allocation 8
Body Construction 9
Building a Body 9
The Component List 10
The Importance of Skills and
Attributes 12
Attributes 12
Buying Attributes 13
Skills 14
The Skill List 15

2
The Minot Aspects 18
Integrity 18
Defence 19
Movement 19
Finishing Touches 20
The Rules 21
Skill Tests 21
Mastery 21
Rolling 22
Challenge Di culty 22
Combat 23
The General Flow of Combat 23
Action Order 23
Initiative 24
Determining Initiative 25
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Actions 26
Attack Actions 26
Defence Actions 27
Movement actions 28
Free movement 28
Standard movement 28
Complex Movement 29
Interaction Actions 30
Areas of Land 30
Opponents 31
Aspects of the Opposition 31
Minor Apects 33
Constructing Opponents 34
Constructing a Foe 34
Creating a Fiend 35
4
Creating an Eviscerator 35
Creating an Overlord 35
Appendices 37
Appendix 1: Weaponry 37
Appendix 2: Armour 42
Appendix 3: Challenge Di culty 44
Appendix 4: Foe Damage 47
Appendix 5: Opponent Statistics
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An Overview
Revenants: Age of Chaos, or Revenants for
short is a role play game in which players
take on the role of undead Revenants
existing in the Plane of Chaos

The Plane of Chaos


The Plane of Chaos is a plane of existence.
It is the rst and nal plane, it is the whole
from which all other planes are formed from,
each of these lesser planes being a
truncated facet of the Plane of Chaos.

The plane’s nature is, as it’s name suggests,


highly chaotic with the potential for any
number of peculiar, strange or downright
insane occurrences.

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Revenants
Revenants are not a common creature,
instead they have been brought back to life
through the ever changing chaotic nature of
the world. These Revenants may be the rst
of many or a completely unique event, there
is no accurate way of determining either
way.

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Character Creation
The Main Aspects
There are, in essence three main sections of
character creation. These are:

Body Construction
Attributes
Skills

Point Allocation
The three aspects of character creation;
attributes, skills and body are each
determined from spending points.

A player receives 20 attribute points, 40


body points and 40 skill points

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Body Construction
Each Revenant is di erent, they come from
di ernt places, had di erent lives and have
di erent anatomies.

The body construction allows players to


create a Revenant with a desired physiology
allowing for highly custom characters to be
played.

Building a Body
A player receives 40 body points for the
creation of a body. These points can be
spent on a variety of body parts and
augmentations listed below.

Each part is given a name and a point cost.


Some components also include a short

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description when deemed neccesary to
remove possible confusion.

The Component List


Torso: 0: Al characters recieve a torso to
construct their character from.

Head: 10

Arm: 5: A single arm including a hand

Leg: 5: A single leg including a foot

Claws: 2

Resistance: 2: Grants resistance to a single


status or environmental e ect

Extra lung: 5

Additional Joints: 5: This adds additional


joints to a limb allowing for extra exibility

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Gills:4

Tail: 2

Prehensile Tail: 4

Forked Tail: 6

Reinforced Skin: 2: Adds 1 point of armour


to the character

Extra Sensory Organ: 2: This does not have


to be located on the head

Extra Mouth: 2: This does not have to be


located on the head

Extra Sensory Perception: 4: This allows


perception of a non standard sense, such as
magnetism or infra red.

Breath Weapon: 5

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The Importance of Skills and
Attributes
When a character attempts an action with an
uncertain outcome, they roll a 12 sided die.
They then add the applicable attribute rank
and skill rank to the result as a positive
modi er thus making the things that they are
good at easier.

The mastery mechanic also allows a player


to succeed at an action without rolling if their
skill rank is high enough.

Attributes
There are 4 attributes to be considered.
These are: Physicality, Intellect, Mentality
and Coordination

Physicality: Physicality relates to feats of


physical endurance and streams th. It

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encompasses anything the body needs to
endure, such as exertion, poison, etc.

Intellect: Intellect relates to a characters


intelligence, their ability to remember facts,
gures and other random bits of knowledge.

Mentality: Mentality relates to the strength of


a characters mind. This contains resisting
stress and fear, remaining stable and
thinking quickly with intuition.

Coordination: Coordiantion relates to a


characters motor skills both ne and gross.
This includes sneaking, sleight of hand,
throwing and catching, etc.

Buying Attributes
A character begins with Rank 1 in each of
the 4 attributes.

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To improve an attribute at character creation,
they must spend attribute points equal to
the new rank.

Eg. Raising an attribute from Rank 1 to Rank


2 would cost 2 points.

This is also cumulative, raising an attribute


from Rank 1 to Rank 3 would cost 5 points
(spending 2 points to go from Rank 1 to
Rank 2 and spending 3 points going from
Rank 2 to Rank 3)

Skills
The system of purchasing skills at character
creation is almost identical to purchasing
attributes.

The only di erence between skills and


attributes is that each skill begins at Rank 0

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The Skill List
There are 14 skills, each entry in this listing
contains a name and a brief description of
the skill.

Flexibility: This relates to how exible a


character is which is useful for actions
involving contortionism or escapology.

Reliability: Reliability describes how reliable


a characters body is over long durations of
activity. This is useful for feats of athleticism.

Subtlety: Subtlety is useful whenever a


character is attempting to be stealthy such
as when sneaking past people.

Feedback Management: Feedback


management is useful when a character
needs to feel subtle shifts and variations in
movement such as when picking locks or
picking pockets.

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Balance Control: Competent control of a
characters balance is useful when they are
attempting acrobatic manoeuvres such as
somersaulting over obstacles

Comprehension: Comprehension is
important when attempting to understand a
situation. A series of large poles is easy to
see but true comprehension is required to
understand the uses and implications of
such.

Theology: In the Plane of Chaos an


understanding of theology and the workings
of the chaotic godhead gives a character
good standing when trying to understanding
the workings of the world.

Recreation: Recreation and reconstruction is


an important set of knowledges when
wanting to x or heal people.

Remembrance: in a di cult situation it is


often useful to be able to remember
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important pieces of knowledge and often
equally so to remember those unimportant
learnings too.

Psychology: A psychological understanding


of creatures is highly important when
attempting to interact with them.

Thaumaturgy: Magic in the Plane of chaos is


peculiar, complex and wild. The aptitude for
its use however may be learned by those
motivated enough to spend time unravelling
the mysteries of magic

Alchemy: in the act of repairing or


constructing objects, it is the art of alchemy,
not mechanical know how that is important.
Most mechanical problems in fact can be
ignored by alchemically constructing better
materials for the job.

Pugilism: The art of Pugilism is required


whenever a close combat ght breaks out,

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whether that be a st ght, broken bottles or
swords.

Depth Comprehension: The most important


factor when engaging in a ranged situation is
an understanding of the distances involved
in such ranged activity.

The Minot Aspects


There are several minor statistics to be
calculated once the main aspects of a
character have been determined. These are:
Integrity, Defence and movement.

Integrity
A characters integrity detriments how
resilient to damage they are. This could also
be considered as the characters health.

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Integrity is calculated by adding a characters
Physicality and Mentality together and
multiplying the result by 10.

Defence
A character has 2 defence values, these are :
physical defence and mystical defence.
Physical defence determines a characters
resistance to physical attacks and e ects
while mystical defence refers to a characters
resistance to magical, mental or spiritual
damage.

Physical defence is calculated by taking a


characters physicality and adding 8.

Mystical defence is calculated by taking a


characters Mentality and adding 8.

Movement

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It is often important to know how far and fast
a character can move .

A characters movement is equal to their


Coordination.

Finishing Touches
The previous steps are required to create a
functioning character. There are however
several nishing touches which can round
out the character. This includes giving the
character a name and backstory. A character
may also have some starting weaponry or
equipment depending on the avour of the
campaign.

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The Rules
Skill Tests
Whenever a character attempts an action
with an uncertain outcome, it must be
determined whether they succeed or not.

This is done two ways: Mastery and Rolling

Mastery
The mastery mechanic determines whether
a character is skilled enough to have
mastery over a situation.

To determine if a character has mastery over


a situation, the skill related to the event is
doubled and compared to the di culty of
the event (The tasks CD). If the resultant
number is equal to or higher than the CD
then they automatically succeed the task.

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Rolling
A character without Mastery may still
succeed at a task. To do so, they roll a 12
sided die (d12), and add the ranks of the
relevant attribute and skill pair to the result.
If the total is equal to or higher than the CD,
they have mastered the test and succeed.

Challenge Di culty
Each task that requires mastering has a
relevant di culty. The Challenge Di culty
(CD) receives a number between 1 and 20
depending on the tasks perceived di culty.

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Combat
The General Flow of Combat
The maddening melee of combat is broken
down into rounds. In a round, each
character takes an action. However how and
why a person acts rst must be determined.

Each round of combat, players (and npcs)


declare their actions in reverse initiative
order.
The action then takes place in a logical order
for the actions to take place.

Action Order
In combat, when all the actions of the round
have been declared, the actions take place
in logical order.
This is to say that the actions that would
happen rst, happen rst.

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A generalised order would be:

Ongoing melee combat


Ranged attacks
Moving into combat
Magic

As mentioned, this order is generalised


relative to standard humans. Some foes may
move or act faster or just completely ignore
this order.

Initiative
Actions are not taken in initiative order,
however a higher place in the initiative order
allows a player to declare their action last
and use their knowledge of everyone else's
actions to gain the most advantageous
situation.

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Determining Initiative
The initiative roll is rolled the same as a skill
test. It involves a d12 roll with an attribute
rank and a skill rank added to it.

There is no set attribute and skill pair for the


initiative roll. To determine the attribute and
skill used for a players initiative roll, they use
the pair that they would use for their
probable rst action.

This 'probable action' is what the players


character would do without any knowledge
of the round. A player is not forced to take
the action they used for their initiative roll if,
once characters begin declaring actions, the
situation in combat is greatly di erent from
the perceived situation out of combat.

For example, it would make sense that a


melee based character would make a
physicality + Pugilism roll as it would make

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sense that their rst action would be to
engage in melee combat.

However, the theoretical foes have declared,


for their rst turn, a devastating attack
against the swordsman. He would be free to
run to cover or take other actions without
any penalty or punishment for doing so.

Actions
There are 4 types of actions that can be
performed in combat. These are: Attacking,
defending, Moving and Interacting.

Attack Actions
Attack actions intend to deal damage to an
opponent. There are three main types of
attack which are: melee, ranged and magic.
The main mechanics for these attacks are
the same, the only di erence being the

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distances that ranged and magic attacks
can be made from.

The roll for a melee attack is Physicality +


Pugilism

The roll for a ranged attack is Coordination +


Depth Comprehension

The roll for magic attacks is Mentality +


Thaumaturgy

Defence Actions
Defence actions are used to prevent attacks
from hitting. A successful defence action
completely negates the attack action being
defended against.

The roll for a defence action matches the


attribute and skill of the attack roll being
defended against.

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Movement actions
Movement actions allow a character to move
around the battle eld. There are multiple
types of movement action. These are: Free
movement, Standard movement and
Complex movement.

Free movement
Each round a player gets 1 point of free
movement without having to take a
movement action.

Standard movement
Movement over standard ground only
requires a standard movement action. The
player gains an amount of movement points
equal to their characters coordination.

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Complex Movement
If a characters movement would take them
through dangerous or di cult terrain, the
action is considered as a complex
movement action.
A complex movement action rst converts a
characters coordination into movement
points, however when they are passing
through di cult terrain they must spend
points from a skill.

For example: A character leaping a chasm


would spend movement points generated
from their coordination to run up to the
chasm. They would then spend movement
points generated by their Reliability skill
while travelling (leaping) across the chasm.
Any further movement would then be
generated from their coordination as they
return to standard ground.

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Interaction Actions
Interaction actions are a catch all for actions
that aren’t attack, defence or movement
related. This includes reading a book,
applying rst aid, examining toadstools, etc.

Areas of Land
Locations in combat are split into areas.
Areas are easiest to comprehend while
indoors or in cramped conditions, with a
single room or short passage being an area.
It gets more complicated when in the open.
In the open an area can be considered as an
area of 10 cubic metres.

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Opponents
The Plain of Chaos is a dangerous place.
The most dangerous aspect of this land
however, is often it’s denizens.

There are many dangerous creatures in the


Plain of Chaos. Though they are each
unique, they can be split into four
categories. These are: Foes, Fiends,
Eviscerators and Overlords.

Overlords and the most dangerous of


opponents followed by Eviscerators and
Fiends. Foes are the weakest of opponents
yet they may still pose a considerable threat.

Aspects of the Opposition


There are six aspects that an opponent may
have. These are: Stability, Lethality,
Relocation, Manipulation, Reality and
Devastation.
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Stability: Stability determines an opponents
health, their defences and the modi er for
defensive rolls.

Lethality: Lethality determines an opponents


attack multiplier and their attack roll modi er.

Relocation: Relocation determines an


opponents movment speed

Manipulation: Manipulation allows an


opponent to use Thaumaturgical abilities
and determines the opponents magic roll
modi ers.

Unreality: Creatures with the Unreality stat


have the passive ability of warping their
nearby reality. The ways in which a creature
a ects reality vary greatly, some create an
aura of happiness or sorrow, some invert
gravity or solidify water, others twist nature
or the environment into peculiar forms. The
possibilities of this e ect are limitless.
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The area a ected by a creatures unreality is
equal to 1km/Rank.

Multiple powerful creatures in close enough


vicinity for their elds of reality to cross may
creat areas of pure chaos and nonsense.

Devastation: Only the most devastating of


creatures have the destruction statistic. this
allows access to a selection of abilities that
are each devastating in nature. The
devastation aspect also de nes the dice
modi er used when using these abilities.

Minor Apects
Similarly to player characters, opponents
have a number of minor aspects. These are:
Integrity, Defence and Attack Dice.

These aspects di er for each type of


opponent and are detailed below

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Constructing Opponents
The di erent types of opponent have slightly
di erent statistics. Foes have the fewest
statistics and are easiest to construct,
whereas Overlords have access to all of the
aspects and require more time to construct
fully.

Constructing a Foe

Foes only have the Stability, Lethality and


Relocation major aspects. They have all
three of the minor aspects.

A foes Integrity is equal to ve times their


Stability. Their defence is equal to their
stability plus eight. Their attack dice is a D4.

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Creating a Fiend
A end has Stability, Lethality and
Relocation just like Foes, however they also
have the Manipulation aspect.

A Fiends integrity is equal to their Stability


times ten. Their Defence is equal to their
Stability plus 10. A Fiends attack dice is a
D6.

Creating an Eviscerator
Eviscerator have the Stability, Lethality,
Manipulation and Unreality aspects.

An Eviscerators Integrity is equal to their


Stability times fteen. Their defence is equal
to their Stability plus twelve. An Eviscerators
attack dice is a D8

Creating an Overlord
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An Overlord has the Stability, Lethality,
Relocation, unreality and Devastation
aspects.

An Overlords Integrity is equal to it’s Stability


times twenty. It’s Defence is equal to is
Stability plus fourteen. An Overlords attack
dice is a D12

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Appendices
Appendix 1: Weaponry

Name DMG RNG FEAT


Unarmed D4xP 0 [1]
Claws D4+2xP 0 [1]
Dart D2xC P-1
Rock, Thrown D4xP P-1
Brick, Thrown D6xP P-1
Small Knife D4xP–1 0
Combat Knife D4xP 0
Knife, Thrown D4xC P-1
Short Swordd D6xP 0
Long Sword D8xP 0
Bastard D12xP [2]
Sword 0
Great Sword D12xP+1 0 [3]
Hatchet D4+1xP 0

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Name DMG RNG FEAT
Hatchet, D6xC
Thrown P-1
Battle Axe D8+1xP 0 [2]
Danish Axe D12+1xP 0 [3]
Spear D8xP 0 [3]
Spear, D12xP
Thrown P+2
Trident D8+2xP 0 [3] [4]
Trident,
Thrown
Cosh D4xP 0 [1]
Cudgel D6xP 0 [1]
Great Club D12xP 0
Bow D6xC+1 P+1 [3] [4]
Crossbow D8x3 5 [3] [4]
Sling D8+1xP P+2

Meme: The name describes a category of


weapon with similar characteristics.

38
E.g. A stone hatchet and bone hatchet
would both use the hatchet statistics.

Damage (DMG); This is how much damage a


weapon deals.
A weapons damage is described as a dice
roll with a multiplier. This multiplier is often
related to the characters Physicality or
Coordination.

E.G. To calculate the damage of a weapon


with damage D4xP-1, a D4 would be rolled
and the outcome multiplied by the
characters Physicality stat minus 1

Range (RNG): A weapons range determines


the furthest distance a foe can be from an
attacker while stil being close enough to be
hit by the attack

Range may either appear as a set number,


(all close combat weapons have a range of
0) or expressed relative to an attribute.

39
E.g. A range of P-1 would have a maximum
e ective distance of the characters
Physicality minus 1

Features (FEAT): Many weapons have extra


rules relating to them. These are listed
below.

[1]: The dice for this weapon increases in


size if the wielded has a Physicality Rank of
4 or more.

A weapon rolling D4 is raised to D6, a


weapon rolling D6 is raised to D8, and a
weapon using D8 is raised to D12.

[2] This weapon may be wielded two


handed. Doing so raises a Physicality
multiplier by 1. I.e. D6xP would become
D6xP+1

[3] This weapon may only be wielded two


handed.

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[4] This weapon may not be taken at
character creation

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Appendix 2: Armour
Name RED WGHT FEAT
Layered Clothing 1 0
Padded Clothing 2 0
Animal Hide D4 0
Leather Armour D4+1 1 [1]
Wooden Plating D6 2 [1]
Chitin Plating D4x2 2 [1]
Metal Plating D6x2 3 [1]

Name: This states the material the armour is


made of. The styling of the armour is entirely
dependant on player choice.

Reduction (RED): Armour decreases the


amount of damage successful attacks deal
to a character. They decrease the damage
dealt by the number or result of the dice roll
stated.

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Weight (WGHT): Some larger forms of
armour are heavy enough to restrict a
characters movement.

A characters e ective coordination is


lowered by the weight value while worn.

Features (FEAT): Some armours have extra


rules that apply to them. These are listed
below.

[1]: This armour cannot be chosen at


character creation.

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Appendix 3: Challenge
Di culty
It may be di cult to determine the di culty
of some tests. In order to assist with this
there are two tables here. The rst gives a
sense of what some di erent di culties
mean.
The second table displays required dice rolls
for each di culty in relation to di erent
levels of character competence.

CD Task Di culty
3 There is no challenge. The task exists for
plot or to add to the environment
6 Only the completely unskilled character
has a chance of failing.
9 This challenge is too di cult for any but
the most skilled to use mastery for.
Only real bad luck (or the completely
wrong character) would cause the roll to
fail.

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CD Task Di culty
12 A lesser skilled character would have to
be very lucky to manage this test.
Even a well skilled character would nd
this challenge trick you
14 There is no chance for an unskilled
character to succeed.
Even a highly skilled character would
nd this di cult
16 A moderately skilled character would
nd this task almost impossible.
A highly skilled character would struggle
18 A highly skilled character would have to
be very lucky to manage this challenge
and wouldn’ be able to reasonably
replicate their success.

8 6 4 2
1 0 0 0 0
2 0 0 0 0
3 0 0 0 1
4 0 0 0 2
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8 6 4 2
5 0 0 1 3
6 0 0 2 4
7 0 1 3 5
8 0 2 4 6
9 1 3 5 7
10 2 4 6 8
11 3 5 7 9
12 4 6 8 10
13 5 7 9 11
14 6 8 10 12
15 7 9 11 X
16 8 10 12 X
17 9 11 X X
18 10 12 X X
19 11 X X X
20 12 X X X

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Appendix 4: Foe Damage
This table displays the maximum potential
damage of the four enemy types between
their six potential levels.

FOE FIEND EVISC OVLRD


1 4 6 8 12
2 8 12 16 24
3 12 18 24 36
4 16 24 32 48
5 20 32 40 60
6 24 36 48 72

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Appendix 5: Opponent
Statistics
FOE FIEND EVISC OVLRD
Survivability
Lethality
Relocation
Manipulation
Unreality
Devastation

FOE FIEND EVISC OVLRD


Integrity Sx5 Sx10 Sx15 Sx20
Defence S+8 S+10 S+12 S+14
Attack +L +L +L+2 +L+2

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