OAGS Example Xenoforms

Phantom Swordsman (More Phantoms)
The superhumanly agile phantoms are deadly with a sword and deadlier with their tongues. They revile simple and brutal thuggery and are easily distracted by women and wine.
Character Points: 30 (27)

Block: 6 (4)
Dodge: 3
Marksmanship: 2
Melee: 4 (3)
Strength: 3
Toughness: 3

Athletics: 4 (5)
Intelligence: 2
Perception: 3
Socialize: 4
Stealth: 3
Willpower: 3

Hit Points: 15
Weapon: Dueling Sword (9 damage), Throwing Knives (4 damage, subtle, short range)
Armour: Heavy Cloak (1 soak)

Advantages:

  • Ghost Sight
  • Fast 1
  • Weapon Specialist (One Handed Swords)
  • Combat Style: Fencing

Disadvantages:

  • No Identity
  • Minor Foible (Will not intimidate or use brute force)

Theialek Spartan (More Theialeks)
Advanced humanlike warriors with resolves of steel. They prefer agile combat, but are trained and equipped for all-round combat duties.
Character Points: 30 (25)

Block: 4 (2)
Dodge: 4 (3)
Marksmanship: 3
Melee: 4
Strength: 4
Toughness: 4

Athletics: 4
Intelligence: 2
Perception: 1
Socialize: 2
Stealth: 3
Willpower: 4

Hit Points: 20
Weapon: Laser Lance (11 damage, half soak, laser, +1 hit), Shield Bash (6 damage)
Armour: Helmet & Projection Shield (1 soak, +2 block, +1 dodge)

Advantages:

  • Theialek Combatant Arsenal 6
    • Grav Breaker Boots
      • Leaping, Glide
  • Combat Style: Shield Bash
  • Weapon Specialist 1 (Javelins)

Disadvantages:

  • No Identity

An'Tak Mercenary (More An'Taks)
Big, strong and dumb, An'Taks are prized muscle in occult circles. An'tak mercenaries prefer simple head on-tactics.
Character Points: 30

Block: 4
Dodge: 2
Marksmanship: 2
Melee: 4
Strength: 7
Toughness: 7

Athletics: 4
Intelligence: 1
Perception: 3
Socialize: 1
Stealth: 1
Willpower: 3

Hit Points: 40
Weapon: Two-handed Sword(Damage 20)
Armour: Bone Plates(Soak 4)

Advantages:

  • Immunity(Pain)
  • Large
  • Natural Armour 4

Disadvantages:

  • Addiction(milk)
  • Allergy(alchohol)
  • Major Foible(Dumb as a brick)
  • Nonhuman Appearance

Imp Trickster (More Imps)
Imps often work as occult servants and goons for more powerful masters. Most are cowards and it is only because their sycophantic nature that they fight. This example is of a forest imp. For other kinds of imps, check out the chart.
Character Points: 30

Block: 2
Dodge: 6
Marksmanship: 3
Melee: 2
Strength: 1
Toughness: 2

Athletics: 2
Intelligence: 3
Perception: 3
Socialize: 2
Stealth: 5
Willpower: 1

Hit Points: 10
Weapon: Flame Arc (10 damage, fire)
Armour: None

Advantages:

  • Immunity: Poison and Disease 2
  • Lesser Elemental Control: Plants 2
  • Magick 3
  • Minor Supernatural Attack: Flame Arc

Disadvantages:

  • Minor Foible (cowardly) 1
  • Weakness: Fire 2

Juvanni Warrior (More Juvanni)
Compact, tough and well disciplined. Juuvani like to focus on defense and let their superior endurance tire the opponent before they move in for the kill.
Character Points: 30

Block: 6(5)
Dodge: 5(4)
Marksmanship: 2
Melee: 4
Strength: 5
Toughness: 5

Athletics: 4
Intelligence: 2
Perception: 4
Socialize: 2
Stealth: 2
Willpower: 4

Hit Points: 30
Weapon: Arming Sword(7 Damage) and Shield(5 Damage)
Armour: Full Plate(4 Soak)

Advantages:

  • Armour Training
  • Combat Style (Shield Bash)
  • Pain-Resistant

Disadvantages:

  • Minor Foible(never surrender)
  • Nonhuman Appearance
  • Weakness(cold)

Takaran Stalker (More Takarans)
Brutal thugs with a physiological dependence on cannibalism, Takarans favour ambush tactics and can follow a target completely unnoticed for miles, aided by their chameleon-like skin.
Character Points: 30

Block: 4
Dodge: 4
Marksmanship: 2
Melee: 4
Strength: 3
Toughness: 3

Athletics: 3
Intelligence: 2
Perception: 5
Socialize: 2
Stealth: 6
Willpower: 2

Hit Points: 15
Weapon: Cricket Bat (9 damage, blunt, nonlethal, wood)
Armour: Leather Jacket over Bulletproof Vest (3 soak)

Advantages:

  • Immunity: Poison and Disease
  • Thief
  • Armor Training

Disadvantages:

  • Ugly
  • No Identity
  • Addiction: Takaran Flesh

Noctus Assassin (More Nocti)
A devious and uncompromising assassin that will used hired fodder to bog down their target and strike like a cobra when the time is right. No lock or guard is a barrier to a Noctus.
Character Points: 40

Block: 4
Dodge: 4
Marksmanship: 4
Melee: 4
Strength: 3
Toughness: 3

Athletics: 4(3 in armour)
Intelligence: 2
Perception: 4
Socialize: 4
Stealth: 6
Willpower: 3

Hit Points: 15
Weapon: Dual Knives(4 Damage, Two Attacks, Subtle)
Armour: Leather Armour(Soak 1)

Advantages:

  • Immunity(fire)
  • Immunity(silver)
  • Lesser Elemental Manipulation(fire)
  • Lesser Regeneration
  • Thief

Disadvantages:

  • Being of Darkness
  • No Identity
  • Weakness(copper)

Khule Hunter (More Khules)
Golden and noble hound-like creatures endowed with heavenly gifts. Prefer to hunt in packs and surround their quarry.
Character Points: 45

Block: 5
Dodge: 5
Marksmanship: 1
Melee: 5
Strength: 5
Toughness: 5

Athletics: 6
Intelligence: 2
Perception: 6
Socialize: 2
Stealth: 3
Willpower: 8

Hit Points: 20
Weapon: Bite(14 Damage)
Armour: None

Advantages:

  • Lesser Regeneration
  • Natural Weapon
  • Quadrapedal
  • True Faith

Disadvantages:

  • No Hands
  • Nonhuman Appearance
  • Weakness(Gold)

Shreke Noble
The kings of mortal sorcery. Shrekes' strengths lie in their command of magick and superior tactics. They prefer to let others do the real work whilst they pick off the weak and injured. The example noble has flight and true name awareness, but ritual-granted powers vary widely.
Character Points: 45

Block: 3
Dodge: 3
Marksmanship: 3
Melee: 4
Strength: 2
Toughness: 2

Athletics: 3
Intelligence: 5
Perception: 5
Socialize: 5
Stealth: 4
Willpower: 5

Hit Points: 10
Weapon: Dual Swords(4 Damage, Two Attacks)
Armour: None

Advantages:

  • Expert (Occult)
  • Flight
  • Magick 3
  • Spy
  • True Name Aware

Disadvantages:

  • Allergy(sugar)
  • Weakness(Fire)