diseased rabble

(Generated 20 times)
Namelist None
Tags
Rank Rabble
Race Human
Cult rank None
Notes 30+ people Rabble have no armour Rabble are too incompetent to be able to use Special Effects apart from any specified. (Bash, grip, impale bleed, choose location) Rabble have Hit Points equal to one fifth (rounded up) of the CON+SIZ of an average member of that race (5 HP) Once they receive any damage, they cease fighting. If the damage is less than their Hit Points they flee cursing or yelling in fear. If the damage equals or surpasses their Hit Points, they collapse clutching the wounded location, and weeping or screaming in agony. If the damage is double their Hit Points, they die in a spectacular and grotesque manner Once one third of their number (10) are dead or wounded, the rest of the rabble break and fight as individuals, when half are defeated they take flight As a group they can do the following, attack in hand to hand or with ranged weaponry: In hand to hand the rabble can kick, punch, stab and bite. A character can avoid the attack of the mob with a successful opposed brawn or Athletics roll. If successful the mob will attack them with a ranged attack as below. If not they must make an unopposed evade roll, with the following results: Critical: the character miraculously suffers no damage. They may regain their feet automatically if prone. Success: the character suffers 1d6 damage to a single Hit Location but if they remain conscious they can attempt to extract themselves from the attackers. They can also attempt to stand if prone as per the rules. Failure: the character suffers 2d6 damage to either the Head,Chest or Abdomen, and much roll (endurance)to avoid being rendered unconscious from crushing or being repeatedly battered.In either case they are knocked prone so therefore cannot escape the mob. Fumble: the character suffers 3d6 damage to either the Head,Chest or Abdomen, and is immediately rendered unconscious from crushing or being repeatedly battered. They must roll (endurance)to avoid being trampled to death. range The rabble can unleash a fusillade of broken bottles and improvised projectiles as an action with no reload time. This attack takes the form of an area effect up to the range of 5/10/20. Standard Evade roll are applied as below. All creatures in the areas of effect are hit for: Critical: 1 x 1d4+1 (no special effect) Success: 2 x 1d4+1 (Suffer Pin Down, not opposed) failure: 4 x 1d4+1 (suffer as above+ bleed) Fumble: 6 x 1d4+1 (suffer as above+ maximum damage and bypass armour(1st roll only and first 2 strikes hit the same location) If the same location is struck twice or more the damage is added together. Blood Veil Type: contact or injury Potency:80 (the first time ethnically Varisian humanoids, including human, half-elves, and half-orcs with Varisian parentage, are exposed to blood veil, each such character has a flat 5% chance that she is immune to the disease) Onset: 1 day Frequency:1/day effect: 1d4 CON damage and 1d4 CHA damage Description: Blood veil is a deadly disease It is characterized at first by headaches, fatigue, coughing, and a characteristic red rash which spreads over the infected person's face. As the illness worsens, the rash develops into pox-like blisters which spread from the face to the neck and limbs, the cough worsens considerably, and lymph glands swell into painful buboes. In the final stages of blood veil, the blisters grow to the size of grapes, black patches are visible under the skin due to internal bleeding, and the victim coughs up blood. If left untreated, blood veil can kill the average human in about a week. Cure: Magical cure only
Creatorskarza
Stats
STR 3d6
CON 3d6
SIZ 2d6+6
DEX 3d6
INT 2d6+2
POW 3d6
CHA 1d10
D20Hit locationArmor
01-03 Right leg 0
04-06 Left leg 0
07-09 Abdomen 0
10-12 Chest 0
13-15 Right arm 0
16-18 Left arm 0
19-20 Head 0
Attributes
Movement 6
Natural armor No

Non-random features

ListFeature
Combat Style Trait- Formation ***Street Mob*** (Permits a group of three or more fellow citizens to utilise the Intimidate creature ability (mythras page 216), but only before combat starts or when they have their opponents at a severe disadvantage).pponents must make an unopposed Willpower roll to hold their ground; a success allows a character to stand his ground, whereas a failure indicates that they must spend the next round instinctively placing distance between themselves and the creature. If he fumbles the Willpower roll, then the character flees at maximum speed. A critical success allows the character to ignore any further intimida- tion attempts by the creature or its brethren during that encounter.

Standard skills

Athletics STR+DEX+20 Brawn STR+SIZ+20 Endurance CON+CON+20
Evade DEX+DEX+20 Perception INT+POW+20 Stealth DEX+INT+20
Unarmed STR+DEX+20 Willpower POW+POW+20

Custom skills

Sleight INT+DEX+20 Streetwise INT+POW+20

Combat styles

Mob rulesSTR+DEX+20

Weapon options

1-handed weapons

Amount: 1d3
Club (1)
Knife (1)
punch (1000)

2-handed weapons

Amount: 0

Ranged weapons

Amount: 0

Shields

Amount: 0

Custom weapons

Name Type Damage Size Reach Range SpecialFX Dam.
mod.
Natural
weapon
AP HP
punch 1h-melee 1d3 S T - bash, grip Y Y 4 6 arm