Kusarikku - Bullman

(Generated 74 times)
Namelist None
Tags
Mythic babylon
Rank Veteran
Race Human
Cult rank None
Notes They have the head, arms, and torso of a man, but the lower half, horns, and ears of a bull. Kusarikku hold open the gates of dawn when the god Šamaš emerges into the sky, and defend the entrance from malevolent demons who seek to emerge from the underworld. They also stand guard over other underworld entrances, forbidding demons from passing to trouble mankind. Magic: Strength of the Bull. A kusarikku can spend 2 magic points and make an Endurance roll to attempt to boost their strength, increasing their damage bonus to 1d8, and Brawn to 99% for the remainder of a scene.
Creatorhkokko
Stats
STR 3d6+6
CON 2d6+6
SIZ 2d6+15
DEX 2d6+3
INT 2d6+6
POW 3d6
CHA 3d6
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 3
Attributes
Movement 6
Natural armor No

Non-random features

ListFeature
Ability ***Good Omen*** Coming across a creature regarded as a Good Omen grants an immediate gain of one point of temporary Purity. Killing or harming a creature with the Good Omen ability, however, turns good luck to bad; the one doing the harm incurs a temporary loss of 1d8 purity. (Mythic Babylon)
Ability ***See Ghosts*** Some creatures can see ghosts and demons invisible to ordinary people in the same way that an exorcist or similar specialist with the Exorcism skill can. They may become alarmed in the presence of such and give calls as warnings. On the other hand, some creatures that can see ghosts are perfectly comfortable in their presence, being already associated with ill omen. Mythic Babylon
Ability ***Intimidate*** May intimidate opponents as a prelude to combat or to avoid it altogether. Unopposed Willpower roll - a failure - spend the next round moving farther from creature. Fumble - flee at max speed. A critical ignore intimidation during that encounter. Continues for as long as the creature continues to act in a threatening manner
Ability ***Trample*** - Roll on Athletics to trample beings with up to half its SIZ. Damage = 2x creature’s base Damage Modifier. Increases the Size of the attack by one step. If immobile may trample a prone opponent by using an Action Point. Trample is Free Action if moving or charging over an opponent

Standard skills

Athletics STR+DEX+1d10+20 Brawn STR+SIZ+2d10+30 Endurance CON+CON+2d10+40
Evade DEX+DEX Locale INT+INT+3d10+25 Perception INT+POW+3d10+20
Willpower POW+POW+4d10+20

Custom skills

Lore (Spirits and Demons) INT+INT+1d10+40

Combat styles

Kusarikku WarriorSTR+DEX+2d10+30

Weapon options

1-handed weapons

Amount: 3
Shortspear (1)
MBa Broadaxe (1)
Gore (1)

2-handed weapons

Amount: 0

Ranged weapons

Amount: 0

Shields

Amount: 1
Hoplite Shield (1)

Custom weapons

Name Type Damage Size Reach Range SpecialFX Dam.
mod.
Natural
weapon
AP HP
Gore 1h-melee 1d6 L M - Bleed,Impale Y Y 0 0 Head