Cult rabble

(Generated 55 times)
Namelist None
Rank Rabble
Race Human
Cult rank None
Notes 24 initiates Rabble have little armour (soft leather) Rabble are too incompetent to be able to use Special Effects apart from any specified. (can use impale and 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 half of their number (12) are dead or wounded, the rest of the rabble break and fight as individuals ot the death or until the high priest stops them. 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+1+1d2 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+1+1d2 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+1+1d2 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 darts 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+1d2 (no special effect) Success: 2 x 1d4+1d2 (Suffer Pin Down, not opposed) failure: 4 x 1d4+1d2 (suffer as above+ bleed) Fumble: 6 x 1d4+1d2 (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.
STR 3d6
CON 3d6
SIZ 2d6+6
DEX 3d6
INT 2d6+2
POW 3d6
CHA 3d6
D20Hit locationArmor
01-03 Right leg 1
04-06 Left leg 1
07-09 Abdomen 1
10-12 Chest 1
13-15 Right arm 1
16-18 Left arm 1
19-20 Head 1
Movement 6
Natural armor No

Non-random features

Combat Style Trait ***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: 2
punch (1)
Sickle (1)

2-handed weapons

Amount: 0

Ranged weapons

Amount: 0


Amount: 0

Custom weapons

Name Type Damage Size Reach Range SpecialFX Dam.
punch 1h-melee 1d3 S T - bash, grip Y Y 4 6 arm
Sickle 1h-melee 1d6+1 M M - impale Y N 5 10