Bee Swarm (large)

(Generated 31 times)
Namelist None
Rank Novice
Race Insect Swarm
Cult rank None
Notes ***Hitpoints*** = SIZ. swarm of SIZ 1-5 can attack 1 person, SIZ 6 is enough to attack 2 people. A swarm of 12 is enough to attack 3. A swarm of SIZ 19 could attack 4 opponents simultaneously. The potency of the attack is based on SIZ, as follows: Siz ~ stings ~ number of people attacked 1-5 ~ 1D6 ~ 1 6-11 ~ 2d6 ~ 2 12-18 ~ 3d6 ~ 3 19-25 ~ 4d6 ~ 4 Each Adventurer attacked by a hive takes the listed number of stings every round until he manages to escape the swarm. Heavy clothing subtracts two stings per die from the number of stings suffered every round. Armour subtracts one sting per die, though armour combined with heavy clothing will only subtract two stings per die total. Adventurers who take precautions against a swarm by wrapping themselves in cloaks, blankets and other heavy fabrics will subtract three stings per die. Note that this must be done prior to entering a swarm – by the time the Adventurer is taking damage, it is already too late. Such muffling requires three Combat Rounds. Specialised beekeeping clothing, only available in civilised areas, subtracts four stings per die of damage. Such clothing consists of heavy cloth and multiple layers of mesh costs 75 silvers, weighs 2 ENC and has no armour value. Magical spells such as Protection subtract one sting per die for every two points of Magnitude. Creatures with six or more points of natural armour are immune to the effects of an insect swarm. No matter how angry a group of hornets get, they are unable to do anything to a creature like a dragon. Insect Venom Application: Injected Potency: number of stings x 5 Resistance: Endurance Onset time: instant and then 1D10 Combat Rounds. Duration: 6D10 minutes. Conditions: Agony, Asphyxiation. The venom initially causes the victim pain if the first Resistance roll is failed. At the end of the onset time the victim must succeed in a final resistance roll or suffer the effects of Asphyxiation (see the Core Rulebook). Antidote/Cure: Anti-venom. Some cultures have perfected anti-venom remedies which have a Potency of 1D20+10. The anti-venom must be introduced with a successful First Aid or Healing roll and add their Potency as a bonus to the victim’s Resilience roll to fight the venom throughout its duration.
SIZ 1d7+18
D20Hit locationArmor
01-20 Right leg 0
Movement 6
Natural armor No

Non-random features

Ability ***Flyer*** May substitute the Fly skill for Evade whilst fighting aloft. Only rolls Fly skill when attempting unusually difficult task
Ability ***Flock*** Affects every Hit Location of a target which fails to Evade, Fly or Swim clear. Immune to Melee weapons. If Area weapon that can attack a volume of objects - attack against the hit points to disperse.

Standard skills

Athletics 60 Perception 50 Willpower 30

Custom skills

Fly 60

Combat styles

Swarm Attack (stings, see above)36

Weapon options

1-handed weapons

Amount: 1
stings (1)

2-handed weapons

Amount: 0

Ranged weapons

Amount: 0


Amount: 0

Custom weapons

Name Type Damage Size Reach Range SpecialFX Dam.
stings 1h-melee 6d6 - - - see notes N N 0 0