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Scorpionmen Raiding Party, Bad News

Party features:
Mission (War/Military/Raid): Looking for new prisoners/slaves/sacrifices.
Situation/activity: Negotiating with someone

Dinqir (Scorpion Man, Devotee of Bagog 1) Sihle (www.broo.info -- Scorpion Man: Initiated TM 1)
1D20 Location AP/HP 1D20 Location AP/HP
01 Right hind leg 6/3 01 Right hind leg 3/5
02 Right center leg 6/3 02 Right center leg 3/5
Chars Attributes Chars Attributes
03-04 Right fore leg 6/3 03-04 Right fore leg 3/5
STR: 19 Action Points 2 STR: 20 Action Points 2
05 Left hind leg 6/3 05 Left hind leg 3/5
CON: 8 Damage Modifier +1d6 CON: 14 Damage Modifier +1d8
06 Left center leg 6/3 06 Left center leg 3/5
SIZ: 19 Magic Points 11 SIZ: 23 Magic Points 11
07-08 Left fore leg 6/3 07-08 Left fore leg 3/5
DEX: 13 Movement 8 DEX: 13 Movement 7
09-10 Tail 6/5 09-10 Tail 4/7
INT: 5 Strike Rank 1(9-8) INT: 8 Strike Rank 6(10-4)
11-12 Thorax 6/5 11-12 Thorax 4/7
POW: 11 Cult rank Priest POW: 11 Cult rank Initiate
13-14 Chest 6/6 13-14 Chest 5/8
CHA: 14 CHA: 13
15-16 Right arm 6/4 15-16 Right arm 3/6
17-18 Left arm 6/4 17-18 Left arm 3/6
19-20 Head 6/5 19-20 Head 5/7
Cult(s): Bagog Spirit Society - High Shaman, Bagog Devotee Skills: Athletics 48%, Brawn 73%, Conceal 39%, Dance 26%, Devotion 24%, Endurance
Skills: Athletics 81%, Binding 96%, Brawn 112%, Devotion 102%, Endurance 66%, Evade 43%, Evade 34%, Exhort 21%, First Aid 21%, Folk Magic 54%, Influence 26%, Insight 19%,
51%, Exhort 95%, Folk Magic 50%, Insight 76%, Lore(cult) 89%, Perception 41%, Sing Perception 51%, Stealth 60%, Unarmed 56%, Willpower 16%
105%, Stealth 72%, Survival 92%, Trance 92%, Unarmed 57%, Willpower 79% Folk magic spells: Alarm, Bladesharp, Fanaticism, Heal, Ironhand, Repair, Speedart, Vigour
Folk magic spells: Bladesharp, Heal Combat Styles: CRUSTACEAN FLURRY 58%
Devotional pool: 9 / Maximum intensity: 11 Weapon Size/Force Reach Damage AP/HP Effects
Theism spells/Miracles: Carapace, Chaos Feature, Consecrate, Extension, Jabbers, Ritual of RH Gladius M S 1d6+1d8 6/8
Devouring, Ritual of Rebirth, Shield, Speak to Scorpion, Summon Small Undine Dagger M M 1d4+1+1d8 6/8 Bleed, Impale
Max controllable spirits: 14 / Max spirit POW: 30
Knife M M 1d3+1d8 5/4 Bleed, Impale
Spirits:
Hatchet M M 1d6+1d8 3/6 Bleed
Ancestor Spirit: Intensity 2, Action Points 3, Spirit Damage 1d8; INT 9, POW 16, CHA 14;
Ancestor Skill 125%, Binding 88%, Culture(Local) 118%, Discorporate 75%, Folk Magic Tail Strike (2h) - M 1d6+1d8 0/0
30%, Hunting 125%, Lore (Local) 118%, Spectral combat 80%, Trance 83%, Willpower 82%; Stone M 5/10/20 1d3+1d8 0/0 Stun Loc
Folk Spells: Bludgeon, Ignite, Mobility LH Buckler M S 1d3+1d8 6/9
Spirits of Ancestor Spirit: Notes: Toxic Stinger on Tail [Potency = CON x 5]. Resist (endurance). Fail means CON HP
Ancestor Spirit, Minor: Intensity 1, Action Points 2, Spirit Damage 1d8; INT 11, POW 11, to chest; Natural carapace provides 3 armour points protection on limbs, 4 to 5 armour points
CHA 15; Ancestor Skill 122%, Culture(Local) 122%, Discorporate 72%, Folk Magic 26%, protection on head, torso and tail. Movement Rate is 7; Notes... A skilled male initiate of
Hunting 122%, Lore (Local) 122%, Spectral combat 76%, Willpower 72%; Folk Spells: Bagog. Excellent morale, not that intelligent, but not stupid by Scorpion Folk Standards. Good
Appraise, Befuddle Ancestor Skill: Perception Ancestor Skill: Deceit, Ancestor Skill: Healing in combat.
(Herd Animal)
Ancestor Spirit, Grand: Intensity 4, Action Points 4, Spirit Damage 1d10; INT 11, POW 27,
CHA 10; Ancestor Skill 138%, Binding 83%, Culture(Local) 122%, Discorporate 88%, Folk
Magic 37%, Hunting 138%, Lore (Local) 122%, Spectral combat 87%, Trance 110%,
Willpower 104%; Folk Spells: Bludgeon, Extinguish, Heat, Ignite, Mindspeech, Shock
Ancestor Skill: Navigation, Ancestor Skill: Customs, Ancestor Skill: Craft(Nomad artifact)
Bane Spirit: Intensity 2, Action Points 2, Spirit Damage 1d8; INT 10, POW 13, CHA 11;
Spectral combat 74%, Willpower 76%;
Curse Spirit: Intensity 3, Action Points 3, Spirit Damage 1d8; INT 8, POW 21, CHA 9;
Spectral combat 80%, Willpower 92%; Curse Spirit Ability: Reduce Attribute - Armour points
by value of intensity
Guardian Spirit: Intensity 2, Action Points 3, Spirit Damage 1d8; INT 10, POW 16, CHA 9;
Spectral combat 75%, Willpower 82%; Spirit Intensity: Intensity 6
Magic Spirit: Intensity 2, Action Points 2, Spirit Damage 1d8; INT 9, POW 15, CHA 10; Folk
Magic 84%, Spectral combat 75%, Willpower 80%; Folk Spells: Bludgeon, Curse, Extinguish,
Mindspeech, Warmth
Nature Spirit: Intensity 2, Action Points 2, Spirit Damage 1d8; INT 3, POW 17, CHA 3;
Invocation 66%, Shaping 80%, Spectral combat 70%, Willpower 84%; Nature Spirit Ability:
Special Effect - Grant a specific combat special effect which can be automatically used.
Critical only requires intensity 6.
Spirit Fetch: Intensity 2, Action Points 3, Spirit Damage 1d8; INT 11, POW 14, CHA 9;
Discorporate 75%, Folk Magic 73%, Lore(local) 122%, Spectral combat 73%, Stealth 70%,
Willpower 78%; Spirit Fetch Ability: Binding - Can bind one spirit, holding it upon the Spirit
Plane without the necessity of a fetish., Spirit Fetch Ability: Spellcasting - Fetch gains the
Folk Magic skill at 50%+POW+CHA and can cast any Folk Magic spell the shaman knows.,
Spirit Fetch Ability: Possession - Fetch gains the ability to Possess others normally an
animal of the cults totem or the shamans body whilst he is discorporate, protecting it from
harm., Spirit Fetch Ability: Boost Attribute - Strike Rank by value of intensity, Spirit Fetch
Ability: Deadly - Can either Dissipate or Sunder a spirit it has beaten in Spirit Combat., Spirit
Fetch Ability: Mana - shaman can draw upon the fetchs Magic Points, but does not
regenerate any lost points until the shaman pays them back.
Basic Poison: Agony. Condition: Victim is hindered by intense pain. Whether in a location or
the entire body, any skill roll involving use of the affected area must also be less or equal to
the characters Willpower, otherwise the attempt fails and they moan or scream in pain.
Combat Styles: Crustacean Flurry 110%
Weapon Size/Force Reach Damage AP/HP Effects
Tail Strike (Venom) - L 1d6+1d6 4/8
Longsword M L 1d8+1d6 6/12 Bleed, Impale
Shortspear M L 1d8+1+1d6 4/5 Impale
Notes: RQ6 pg 441-442. Adhere. Tail Strike uses Inject Venom special attack
Safya (CE Scorpion Woman: Senior Initiate of Bagog 1) CE Scorpion Man Lay Member of Bagog 1
1D20 Location AP/HP 1D20 Location AP/HP
01 Right hind leg 4/4 01 Right hind leg 3/4
02 Right center leg 5/4 02 Right center leg 3/4
Chars Attributes Chars Attributes
03-04 Right fore leg 6/4 03-04 Right fore leg 3/4
STR: 21 Action Points 3 STR: 20 Action Points 2
05 Left hind leg 4/4 05 Left hind leg 3/4
CON: 13 Damage Modifier +1d6 CON: 12 Damage Modifier +1d6
06 Left center leg 5/4 06 Left center leg 3/4
SIZ: 18 Magic Points 14 SIZ: 19 Magic Points 7
07-08 Left fore leg 5/4 07-08 Left fore leg 3/4
DEX: 19 Movement 9 DEX: 15 Movement 8
09-10 Tail 6/6 09-10 Tail 3/6
INT: 11 Strike Rank 8(15-7) INT: 7 Strike Rank 9(11-2)
11-12 Thorax 6/6 11-12 Thorax 3/6
POW: 14 Cult rank Initiate POW: 7 Cult rank Lay Member
13-14 Chest 6/7 13-14 Chest 3/7
CHA: 12 CHA: 11
15-16 Right arm 6/5 15-16 Right arm 3/5
17-18 Left arm 6/5 17-18 Left arm 3/5
19-20 Head 8/6 19-20 Head 3/6
Skills: Athletics 80%, Brawn 59%, Conceal 53%, Dance 56%, Devotion 34%, Endurance Skills: Athletics 35%, Brawn 55%, Conceal 36%, Devotion 32%, Endurance 19%, Evade
76%, Evade 52%, Exhort 31%, First Aid 37%, Folk Magic 64%, Influence 35%, Insight 52%, 52%, Exhort 32%, First Aid 29%, Folk Magic 62%, Influence 18%, Insight 14%, Perception
Perception 75%, Stealth 67%, Unarmed 81%, Willpower 39% 24%, Stealth 32%, Unarmed 54%, Willpower 14%
Folk magic spells: Bladesharp, Disruption, Heal, Ironhand, Mimic, Mobility, Repair, Combat Styles: CRUSTACEAN FLURRY 56%
Speedart, Vigour Weapon Size/Force Reach Damage AP/HP Effects
Combat Styles: CRUSTACEAN FLURRY 81% Hatchet S S 1d6+1d6 3/6 Bleed
Weapon Size/Force Reach Damage AP/HP Effects Tail Strike (2h) L T 1d6+1d6 3/0
RH Gladius M S 1d6+1d6 6/8 Stone S 5/10/20 1d3+1d6 0/0 Stun Loc
RH Shortspear M L 1d8+1+1d6 4/5 Buckler Shield M S 1d3+1d6 6/9 Bash, Stun Loc, Passive Block 2 loc's
LH Katar Dagger S S 2d3+1d6 6/8 Notes: Tail with Toxic Stinger [Potency = CON x 5]. Resist (endurance). Fail means CON HP
Tail Strike (2h) - L 1d6+1d6 5/5 to chest; Natural carapace provides 3 armour points protection; Movement Rate is 8;
Dart S 5/10/20 1d4+1d6 2/1 Impale Notes...Standard Scorpion Folk Worker/Fighter/Carcase Hijacker or Semi-Skilled Hunter.
Shortspear L 10/15/30 1d8+1d6 4/5 Impale
Notes: Toxic Stinger on Tail [Potency = CON x 5]. Resist (endurance). Fail means CON HP
to chest; Natural carapace provides 4 to 6 armour points protection on limbs and 6 to 9
armour points protection on torso and head; Movement Rate is 9; Dexterity Bonus.
Additionally...Carries 2x Shortspears, 1 to throw and 1 to use in combat; carries 3 Darts.

A dominant female outranking male initiates of Bagog. Either a 2nd-in Command of a small
nest or Elite Queen's Guard. Excellent morale, scorpion-folk-smart. A scarred veteran of
many fights within her nest, essentially a moderate bad-ass Bitch.

CE Scorpion Man Lay Member of Bagog 2 CE Scorpion Man Lay Member of Bagog 3
1D20 Location AP/HP 1D20 Location AP/HP
01 Right hind leg 3/3 01 Right hind leg 3/3
02 Right center leg 3/3 02 Right center leg 3/3
Chars Attributes Chars Attributes
03-04 Right fore leg 3/3 03-04 Right fore leg 3/3
STR: 19 Action Points 2 STR: 18 Action Points 2
05 Left hind leg 3/3 05 Left hind leg 3/3
CON: 12 Damage Modifier +1d6 CON: 10 Damage Modifier +1d6
06 Left center leg 3/3 06 Left center leg 3/3
SIZ: 18 Magic Points 7 SIZ: 18 Magic Points 6
07-08 Left fore leg 3/3 07-08 Left fore leg 3/3
DEX: 14 Movement 8 DEX: 12 Movement 8
09-10 Tail 3/5 09-10 Tail 3/5
INT: 4 Strike Rank 7(9-2) INT: 4 Strike Rank 6(8-2)
11-12 Thorax 3/5 11-12 Thorax 3/5
POW: 7 Cult rank Lay Member POW: 6 Cult rank Lay Member
13-14 Chest 3/6 13-14 Chest 3/6
CHA: 9 CHA: 9
15-16 Right arm 3/4 15-16 Right arm 3/4
17-18 Left arm 3/4 17-18 Left arm 3/4
19-20 Head 3/5 19-20 Head 3/5
Skills: Athletics 33%, Brawn 52%, Conceal 32%, Devotion 27%, Endurance 16%, Evade Skills: Athletics 30%, Brawn 48%, Conceal 28%, Devotion 25%, Endurance 14%, Evade
46%, Exhort 24%, First Aid 25%, Folk Magic 57%, Influence 16%, Insight 11%, Perception 40%, Exhort 23%, First Aid 22%, Folk Magic 55%, Influence 15%, Insight 10%, Perception
21%, Stealth 28%, Unarmed 49%, Willpower 11% 20%, Stealth 26%, Unarmed 45%, Willpower 10%
Chaotic feature: Screamer - Emits agonizing screams when moving - preventing any verbal Combat Styles: CRUSTACEAN FLURRY 44%
communication or Perception rolls based on hearing Weapon Size/Force Reach Damage AP/HP Effects
Combat Styles: CRUSTACEAN FLURRY 48% Dagger S S 1d4+1+1d6 6/8 Bleed, Impale
Weapon Size/Force Reach Damage AP/HP Effects Tail Strike (2h) L T 1d6+1d6 3/0
Hatchet S S 1d6+1d6 3/6 Bleed Stone S 5/10/20 1d3+1d6 0/0 Stun Loc
Tail Strike (2h) L T 1d6+1d6 3/0 Buckler Shield M S 1d3+1d6 6/9 Bash, Stun Loc, Passive Block 2 loc's
Stone S 5/10/20 1d3+1d6 0/0 Stun Loc Notes: Tail with Toxic Stinger [Potency = CON x 5]. Resist (endurance). Fail means CON HP
Buckler Shield M S 1d3+1d6 6/9 Bash, Stun Loc, Passive Block 2 loc's to chest; Natural carapace provides 3 armour points protection; Movement Rate is 8;
Notes: Tail with Toxic Stinger [Potency = CON x 5]. Resist (endurance). Fail means CON HP Notes...Standard Scorpion Folk Worker/Fighter/Carcase Hijacker or Semi-Skilled Hunter.
to chest; Natural carapace provides 3 armour points protection; Movement Rate is 8;
Notes...Standard Scorpion Folk Worker/Fighter/Carcase Hijacker or Semi-Skilled Hunter.
CE Scorpion Man Lay Member of Bagog 4
1D20 Location AP/HP
01 Right hind leg 3/3
02 Right center leg 3/3
Chars Attributes
03-04 Right fore leg 3/3
STR: 18 Action Points 2
05 Left hind leg 3/3
CON: 10 Damage Modifier +1d6
06 Left center leg 3/3
SIZ: 19 Magic Points 6
07-08 Left fore leg 3/3
DEX: 14 Movement 8
09-10 Tail 3/5
INT: 5 Strike Rank 7(9-2)
11-12 Thorax 3/5
POW: 6 Cult rank Lay Member
13-14 Chest 3/6
CHA: 12
15-16 Right arm 3/4
17-18 Left arm 3/4
19-20 Head 3/5
Skills: Athletics 32%, Brawn 50%, Conceal 31%, Devotion 29%, Endurance 15%, Evade
47%, Exhort 28%, First Aid 25%, Folk Magic 59%, Influence 18%, Insight 11%, Perception
21%, Stealth 29%, Unarmed 48%, Willpower 11%
Combat Styles: CRUSTACEAN FLURRY 48%
Weapon Size/Force Reach Damage AP/HP Effects
Dagger S S 1d4+1+1d6 6/8 Bleed, Impale
Tail Strike (2h) L T 1d6+1d6 3/0
Stone S 5/10/20 1d3+1d6 0/0 Stun Loc
Buckler Shield M S 1d3+1d6 6/9 Bash, Stun Loc, Passive Block 2 loc's
Notes: Tail with Toxic Stinger [Potency = CON x 5]. Resist (endurance). Fail means CON HP
to chest; Natural carapace provides 3 armour points protection; Movement Rate is 8;
Notes...Standard Scorpion Folk Worker/Fighter/Carcase Hijacker or Semi-Skilled Hunter.

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