Strong Drug ganger boss (Sheasu Vice)

(Generated 32 times)
Namelist Glorantha - Orlanthi males (View names)
Rank Skilled
Race Human
Cult rank None
Notes Half troll shiver dealing thug in employ of Greeley He takes half damage from naturally occurring heat and cold. Also he is so naturally tough any damage that goes through his thick hide is reduced by 1 point, to maximum of 0.He is also immune to stun effects from special effects and serious wounds. Wracker crystal grafts: these crystals, embedded directly into the skin and swirling with blood at they feed on the half trolls essence, mimic the stony armour plates of his father. This not only provides 4 AP (added to the 1 for tough hide), but also allow any spell/magical damage to be absorbed into them. This energy is stored in the crystals and when 20 points is absorbed, the half troll must release the energy in a blast or they will risk the possibility of detonation. For every 2 points of damage used, the blast does 1 intensity level of damage to 1 location. The half troll always uses the maximum possible (20 so intensity 10 or 2d6 damage). Another option is release it in a cone that is 60 degrees and 10 m (32 feet)long. this does only half the intensity or a single blast (for 10 intensity this would be 1d8), but covers multiple locations and targets (evade for half damage) If this is not done in one round of hitting 20+ point of damage, there is a % chance each round equal to the amount of damage absorbed that the crystals will detonate, releasing the energy in one 20 intensity blast 2d10+1d2 damage to all locations, this effects all within 20 feet (6m) of the troll. The troll also takes this damage, and gets no save or armour. For everyone else a standard evade roll will half the damage taken. Hand of War Great axe, Sentient +2 Magic Weapon, does normal damage unless it's a Favoured Enemy of the ancient Dwarf spirit contained in the weapon. Favoured Enemy: Hand of War will do a +1 shift in damage to 2d8+4 to his favoured ancient enemies but the user has to pass a hard Willpower saving throw or immediately rages and must attack the favoured enemies (as per berserker). Current enemies known: most Elves (any bar wood elves), Giants, Orcs, duergar If you do not have a full beard, you will grow one every morning, even if you have shaved the beard the previous day. This applied to males and females. You will always drink if drinks are offered. If Dwarven spirits are offered, you will drink until blacked out or cut off. He speaks like a gruff, angry old dwarf and talks about how people have grown soft now a days.
STR 2d4+16
CON 3d4+16
SIZ 2d4+16
DEX 2d6+6
INT 2d6+6
POW 3d6
CHA 3d5
D20Hit locationArmor
01-03 Right leg 5
04-06 Left leg 5
07-09 Abdomen 5
10-12 Chest 5
13-15 Right arm 5
16-18 Left arm 5
19-20 Head 5
Movement 6
Natural armor Yes

Non-random features

Combat Style Trait ***Batter Aside*** If the fighter’s Damage Modifier is two or more steps greater than his opponent’s, his weapon is considered one size larger for the purposes of bypassing parries Mythras pg 89
Combat Style Trait ***Solid Stance*** Resist Knockback, Leaping Attacks and Bash as if using the brace action
Combat Style Trait ***Batter Down***– If the fighter’s Damage Modifier is one or more steps greater than his opponent’s, his Damage Modifier roll is counted as double solely for the purposes of calculating Knockback.

Standard skills

Athletics STR+DEX+40 Brawn STR+SIZ+40 Endurance CON+CON+40
Evade DEX+DEX+20 Perception INT+POW+25 Unarmed STR+DEX+40
Willpower POW+POW+30

Combat styles

Hack and smash (batter aside and down and solid stance)STR+DEX+40

Weapon options

1-handed weapons

Amount: 1
Savage slap (1)

2-handed weapons

Amount: 1
Hand of War (1)

Ranged weapons

Amount: 1
Crystal Blast (1)


Amount: 0

Custom weapons

Name Type Damage Size Reach Range SpecialFX Dam.
Hand of War 2h-melee 2d6+4 H L - Bleed, Sunder Y N 14 14
Savage slap 1h-melee 1d6 M M - Grip, Stun Loc Y Y 0 0 arm
Crystal Blast ranged varies - L 50 m N Y 14 14 arm