Fire Temple Adherent

(Generated 36 times)
Namelist Generic fantasy names (View names)
Classic fantasy
Rank Rabble
Race Human
Cult rank None
Notes # Rabble These brigands have received special training from the fire temple in the use of their daggers and poisons. When in melee combat with their daggers, they make use a thief's __Backstab__ feature Each comes with a dozen metal core bolts, 2 of which are coated in __Cobra Venom__ __Metal Core Bolts__ A metal rod cored into this bolt allows it to hit with much greater force. It may ignore 3 AP of mundane protection in exchange for a reduced range. All ranges are reduced by 33%. __Cobra Venom__ Perhaps the quintessential venomous snake, a cobra’s venom has several effects depending on its application. If injected via bite, the venom will inflict a burning pain shortly followed by respiratory difficulty which can lead to death. Even surviving a cobra bite comes at a terrible cost, the bitten area suffering permanent necrotic damage. If the venom is spat at the eyes instead of respiratory paralysis the venom can often inflict permanent blindness. Application: Contact (eyes) or Injected Potency: 75 Resistance: Endurance Onset time: Instant if spat in eyes, 1d6+4 minutes if bitten Duration: 1d3+3 days Conditions: If spat into the eyes both Agony and Blindness are instant, lasting the entire duration. Bitten victims also begin with Agony but can struggle along until 1d6+6 hours after the bite when Asphyxiation strikes, usually resulting in death, unless First Aid is successfully applied to keep the victim breathing. Survivors will then suffer Necrosis, losing 1 Hit Point per day from the location bitten, until the venom is somehow purged or it naturally ends. __Agony__ Victim is hindered by intense pain. Whether in a location or the entire body, any skill roll involving use of the affected area must also be less or equal to the character’s Willpower, otherwise the attempt fails, and they moan or scream in pain. __Asphyxiation__ Victim suffers asphyxiation – he collapses incapacitated, unable to breathe. The rules for Asphyxiation, found on page 71, are used. Asphyxiation may be asthmatic in nature meaning the victim only suffers shortness of breath, or complete respiratory failure resulting in death. In the later case a victim can be kept alive by winning an opposed test of the First Aid skill against the Potency of the disease or poison.
STR 3d6
CON 8+2d4
SIZ 2d6+6
DEX 12+1d6
INT 2d6+6
POW 3d6
CHA 3d6
D20Hit locationArmor
01-03 Right leg 2
04-06 Left leg 2
07-09 Abdomen 2
10-12 Chest 2
13-15 Right arm 2
16-18 Left arm 2
19-20 Head 2
Movement 6m (20´)
Natural armor No

Standard skills

Athletics STR+DEX+30 Boating STR+CON+30 Brawn STR+SIZ+30
Deceit INT+CHA+30 Endurance CON+CON+30 Evade DEX+DEX+30
Insight INT+POW+30 Locale INT+INT+30 Perception INT+POW+30
Ride DEX+POW+30 Stealth DEX+INT+30 Unarmed STR+DEX+30
Willpower POW+POW+30

Custom skills

Gambling INT+POW+30

Combat styles

Fire Temple TrainingSTR+DEX+40

Weapon options

1-handed weapons

Amount: 2
Dagger (10)

2-handed weapons

Amount: 0

Ranged weapons

Amount: 1
Heavy crossbow (10)


Amount: 0