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Ship of the Dead (Zombies Galore)

Party features:
Mission (War/Military/Raid): Looking for new prisoners/slaves/sacrifices.
Sailor Nation: Suam Chow. Greeting: 08 00 09 0C Everlasting Prosperity, Eternal Peace, and Bounteous Order are upon us. 08 00 09 0D
Appearance: Kralorelan, tattooed left hands, outlandish earrings. Many learn the Hopping Sea Crane martial art.
Common ship type: Dhow, Xebec or Junk, warships are oared turtle-barges with zombie or convict rowers.

Dhow has a crew of 5 to 10 and oceangoing can be more than 30 meters long with lateen or triangular sail.
Ancient ritual of Order of Sea Dragon replaces Dormal opening.

Personality traits: Nationalist, Obsequious to Higher Authority, Pious, Polite, Xenophobia.


Men of the Sea pg 26
Situation/activity: Prepared ambush for the PC's

Skeleton Sailor, Ship's Officer 1 Bakr (Human, Acolyte of Gark the Calm 1)
Chars Attributes 1D20 Location AP/HP Chars Attributes 1D20 Location AP/HP
STR: 9 Action Points 3 01-03 Right leg 1/4 STR: 9 Action Points 2 01-03 Right leg 2/5
CON: 5 Damage Modifier -1d2 04-06 Left leg 1/4 CON: 10 Damage Modifier -1d2 04-06 Left leg 2/5
SIZ: 11 Magic Points 10 07-09 Abdomen 1/5 SIZ: 11 Magic Points 13 07-09 Abdomen 2/6
DEX: 18 Movement 6 10-12 Chest 1/6 DEX: 13 Movement 6 10-12 Chest 2/7
INT: 11 Strike Rank 11(14-3) 13-15 Right arm 1/3 INT: 11 Strike Rank 10(12-2) 13-15 Right arm 2/4
POW: 10 Cult rank None 16-18 Left arm 1/3 POW: 13 Cult rank Acolyte 16-18 Left arm 2/4
CHA: 7 Cult Dormal Acolyte 19-20 Head 2/4 CHA: 8 Cult Gark the Calm Acolyte 19-20 Head 2/5
Skills: Athletics 112%, Boating 99%, Brawn 85%, Endurance 80%, Evade 91%, Hold Drink Skills: Athletics 42%, Brawn 40%, Devotion 41%, Endurance 40%, Evade 46%, Exhort 39%,
65%, Locale 47%, Navigate 76%, Opening Ritual 85%, Perception 46%, Predict Weather Folk Magic 71%, Language(Tradetalk) 68%, Mechanism 80%, Orate 79%, Perception 44%,
76%, Seamanship 71%, Survival 70%, Swim 79%, Unarmed 72%, Willpower 65% Unarmed 42%, Willpower 46%
Folk magic spells: Alarm Folk magic spells: Befuddle, Dominate Zombie, Glamour, Repair
Devotional pool: / Maximum intensity: Devotional pool: 7 / Maximum intensity: 5
Theism spells/Miracles: Dismiss Magic, Float, Heal Wound, Mindlink, Predict Weather, Soul Theism spells/Miracles: Consecrate, Corruption
Sight, Spirit Block Clothing coloring - Pamaltelan: Pink
Ability: Undead: Immune to fatigue effects. No detrimental effects of serious and major Fonritan Freemen Clothing: Vibrantly colored woolen tunic with a wraparound skirt. High
wounds even though can lose locations. Major Wound to head or chest (choose) will destroy conical hat often with projections. Perfume.
the undead. (RQ6: pg 312-316) Fonritian Appearance: Blue/white skin
Ability: Skeletal Suspectibility Reduce the damage dice of slashing weapons by one step, and Combat Styles: Primary Combat Style 42%
thrusting weapons by two steps. Increase crushing weapon damage by one step Weapon Size/Force Reach Damage AP/HP Effects
Combat Style Trait: Excellent Footwork When fighting on slippery, wobbling surfaces the
Ball & Chain M M 1d6+1-1d2 6/8 Bash, Entangle, Stun Loc
user can ignore the skill cap placed on combat rolls by the Acrobatics skill. RQ6 pg 135
Battleaxe (2h) M M 1d8+1-1d2 4/8 Bleed, Sunder
Combat Styles: Bladestorm (Trait: Excellent Footwork) 87%
Weapon Size/Force Reach Damage AP/HP Effects
Scimitar M M 1d8-1d2 6/10 Bleed
Dagger S S 1d4+1-1d2 6/8 Bleed, Impale
Dagger S 5/10/20 1d4-1d2 4/6 Impale

Maymna (Human, Initiate of Gark the Calm 1) Mufawwiz (Human, Initiate of Gark the Calm 2)
Chars Attributes 1D20 Location AP/HP Chars Attributes 1D20 Location AP/HP
STR: 5 Action Points 2 01-03 Right leg 2/6 STR: 9 Action Points 2 01-03 Right leg 2/5
CON: 13 Damage Modifier +0 04-06 Left leg 2/6 CON: 10 Damage Modifier -1d2 04-06 Left leg 2/5
SIZ: 16 Magic Points 17 07-09 Abdomen 2/7 SIZ: 11 Magic Points 9 07-09 Abdomen 2/6
DEX: 7 Movement 6 10-12 Chest 2/8 DEX: 12 Movement 6 10-12 Chest 2/7
INT: 13 Strike Rank 8(10-2) 13-15 Right arm 2/5 INT: 11 Strike Rank 9(11-2) 13-15 Right arm 2/4
POW: 17 Cult rank Initiate 16-18 Left arm 2/5 POW: 9 Cult rank Initiate 16-18 Left arm 2/4
CHA: 6 Cult Gark the Calm Initiate 19-20 Head 2/6 CHA: 9 Cult Gark the Calm Initiate 19-20 Head 2/5
Skills: Athletics 12%, Brawn 21%, Devotion 23%, Endurance 26%, Evade 14%, Exhort 19%, Skills: Athletics 21%, Brawn 20%, Devotion 18%, Endurance 20%, Evade 24%, Exhort 20%,
Folk Magic 47%, Language(Tradetalk) 55%, Mechanism 46%, Orate 47%, Perception 30%, Folk Magic 42%, Language(Tradetalk) 50%, Mechanism 55%, Orate 53%, Perception 20%,
Unarmed 12%, Willpower 34% Unarmed 21%, Willpower 18%
Folk magic spells: Dominate Zombie, Glamour, Instruct Zombie, Repair Folk magic spells: Befuddle, Dominate Zombie, Repair
Clothing coloring - Pamaltelan: White Clothing coloring - Pamaltelan: Deep violet
Fonritan Freemen Clothing: Vibrantly colored silk tunic with a wraparound skirt. High Fonritan Freemen Clothing: Flowing linen vibrantly colored wide-sleeved robe decorated
conical hat often with projections. Perfume. with intricate embroidery. High conical hat (often with projections extending from top).
Fonritian Appearance: Blue/white skin Perfume.
Combat Styles: Primary Combat Style 12% Fonritian Appearance: Blue/white skin
Weapon Size/Force Reach Damage AP/HP Effects Combat Styles: Primary Combat Style 21%
Falchion M M 1d6+2 6/10 Bleed Weapon Size/Force Reach Damage AP/HP Effects
Battleaxe (2h) M M 1d8+1 4/8 Bleed, Sunder Battleaxe M M 1d6+1-1d2 4/8 Bleed
Zombie Sailor 1 Zombie Sailor 2
Chars Attributes 1D20 Location AP/HP Chars Attributes 1D20 Location AP/HP
STR: 9 Action Points 2 01-03 Right leg 0/5 STR: 7 Action Points 2 01-03 Right leg 0/5
CON: 11 Damage Modifier +0 04-06 Left leg 0/5 CON: 9 Damage Modifier -1d2 04-06 Left leg 0/5
SIZ: 12 Magic Points 4 07-09 Abdomen 0/6 SIZ: 13 Magic Points 10 07-09 Abdomen 0/6
DEX: 7 Movement 6 10-12 Chest 0/7 DEX: 7 Movement 6 10-12 Chest 0/7
INT: 8 Strike Rank 7(7-0) 13-15 Right Arm 0/4 INT: 10 Strike Rank 8(8-0) 13-15 Right Arm 0/4
POW: 4 Cult rank None 16-18 Left Arm 0/4 POW: 10 Cult rank None 16-18 Left Arm 0/4
CHA: 14 19-20 Head 0/5 CHA: 11 19-20 Head 0/5
Skills: Athletics 16%, Brawn 42%, Endurance 62%, Evade 22%, Navigation 12%, Perception Skills: Athletics 14%, Brawn 46%, Endurance 72%, Evade 22%, Navigation 20%, Perception
28%, Unarmed 16%, Willpower 40% 47%, Unarmed 14%, Willpower 58%
Ability: Undead: Immune to fatigue effects. No detrimental effects of serious and major Ability: Undead: Immune to fatigue effects. No detrimental effects of serious and major
wounds even though can lose locations. Major Wound to head or chest (choose) will destroy wounds even though can lose locations. Major Wound to head or chest (choose) will destroy
the undead. (RQ6: pg 312-316) the undead. (RQ6: pg 312-316)
Ability: *Disease of Zombie If damage by Zombie POT 80 vs Endurance Rotting 1 Ability: *Disease of Zombie If damage by Zombie POT 80 vs Endurance Rotting 1
characteristics point per hour. After 1d6 hours they die. Can only be cured my magical means. characteristics point per hour. After 1d6 hours they die. Can only be cured my magical means.
If they die without cure - they turn to zombie with the disease in 1d6 minutes If they die without cure - they turn to zombie with the disease in 1d6 minutes
Combat Styles: Fists and bite 36% Combat Styles: Fists and bite 34%
Weapon Size/Force Reach Damage AP/HP Effects Weapon Size/Force Reach Damage AP/HP Effects
Diseased bite S S 1 0/4 Diseased bite S S 1-1d2 0/4
Sabre M M 1d6+1 6/8 Bleed, Impale Club M S 1d6-1d2 4/4 Bash, Stun Loc
Club M S 1d6 4/4 Bash, Stun Loc Sabre M M 1d6+1-1d2 6/8 Bleed, Impale
Fists (2h) S T 1d3-2 0/3 Fists (2h) S T 1d3-2-1d2 0/3

Zombie Sailor 3 Zombie Sailor 4


Chars Attributes 1D20 Location AP/HP Chars Attributes 1D20 Location AP/HP
STR: 8 Action Points 2 01-03 Right leg 0/3 STR: 7 Action Points 2 01-03 Right leg 0/3
CON: 6 Damage Modifier -1d2 04-06 Left leg 0/3 CON: 7 Damage Modifier -1d4 04-06 Left leg 0/3
SIZ: 9 Magic Points 8 07-09 Abdomen 0/4 SIZ: 8 Magic Points 11 07-09 Abdomen 0/4
DEX: 12 Movement 6 10-12 Chest 0/5 DEX: 10 Movement 6 10-12 Chest 0/5
INT: 12 Strike Rank 12(12-0) 13-15 Right Arm 0/2 INT: 12 Strike Rank 11(11-0) 13-15 Right Arm 0/2
POW: 8 Cult rank None 16-18 Left Arm 0/2 POW: 11 Cult rank None 16-18 Left Arm 0/2
CHA: 14 19-20 Head 0/3 CHA: 8 19-20 Head 0/3
Skills: Athletics 20%, Brawn 39%, Endurance 66%, Evade 34%, Navigation 20%, Perception Skills: Athletics 17%, Brawn 37%, Endurance 60%, Evade 26%, Navigation 23%, Perception
46%, Unarmed 20%, Willpower 52% 51%, Unarmed 17%, Willpower 60%
Ability: Undead: Immune to fatigue effects. No detrimental effects of serious and major Ability: Undead: Immune to fatigue effects. No detrimental effects of serious and major
wounds even though can lose locations. Major Wound to head or chest (choose) will destroy wounds even though can lose locations. Major Wound to head or chest (choose) will destroy
the undead. (RQ6: pg 312-316) the undead. (RQ6: pg 312-316)
Ability: *Disease of Zombie If damage by Zombie POT 80 vs Endurance Rotting 1 Ability: *Disease of Zombie If damage by Zombie POT 80 vs Endurance Rotting 1
characteristics point per hour. After 1d6 hours they die. Can only be cured my magical means. characteristics point per hour. After 1d6 hours they die. Can only be cured my magical means.
If they die without cure - they turn to zombie with the disease in 1d6 minutes If they die without cure - they turn to zombie with the disease in 1d6 minutes
Combat Styles: Fists and bite 40% Combat Styles: Fists and bite 37%
Weapon Size/Force Reach Damage AP/HP Effects Weapon Size/Force Reach Damage AP/HP Effects
Diseased bite S S 1-1d2 0/4 Diseased bite S S 1-1d4 0/4
Club S T 1d6-1d2 4/4 Bash, Stun Loc Sabre S S 1d6+1-1d4 6/8 Bleed, Impale
Sabre S S 1d6+1-1d2 6/8 Bleed, Impale Club S T 1d6-1d4 4/4 Bash, Stun Loc
Fists (2h) S T 1d3-2-1d2 0/3 Fists (2h) S T 1d3-2-1d4 0/3
Zombie Sailor 5 Zombie Sailor 6
Chars Attributes 1D20 Location AP/HP Chars Attributes 1D20 Location AP/HP
STR: 2 Action Points 2 01-03 Right leg 0/5 STR: 10 Action Points 3 01-03 Right leg 0/5
CON: 11 Damage Modifier -1d4 04-06 Left leg 0/5 CON: 14 Damage Modifier +0 04-06 Left leg 0/5
SIZ: 10 Magic Points 6 07-09 Abdomen 0/6 SIZ: 11 Magic Points 12 07-09 Abdomen 0/6
DEX: 9 Movement 6 10-12 Chest 0/7 DEX: 12 Movement 6 10-12 Chest 0/7
INT: 11 Strike Rank 10(10-0) 13-15 Right Arm 0/4 INT: 14 Strike Rank 13(13-0) 13-15 Right Arm 0/4
POW: 6 Cult rank None 16-18 Left Arm 0/4 POW: 12 Cult rank None 16-18 Left Arm 0/4
CHA: 9 19-20 Head 0/5 CHA: 5 19-20 Head 0/5
Skills: Athletics 11%, Brawn 35%, Endurance 75%, Evade 30%, Navigation 17%, Perception Skills: Athletics 22%, Brawn 44%, Endurance 69%, Evade 39%, Navigation 26%, Perception
40%, Unarmed 11%, Willpower 34% 56%, Unarmed 22%, Willpower 67%
Ability: Undead: Immune to fatigue effects. No detrimental effects of serious and major Ability: Undead: Immune to fatigue effects. No detrimental effects of serious and major
wounds even though can lose locations. Major Wound to head or chest (choose) will destroy wounds even though can lose locations. Major Wound to head or chest (choose) will destroy
the undead. (RQ6: pg 312-316) the undead. (RQ6: pg 312-316)
Ability: *Disease of Zombie If damage by Zombie POT 80 vs Endurance Rotting 1 Ability: *Disease of Zombie If damage by Zombie POT 80 vs Endurance Rotting 1
characteristics point per hour. After 1d6 hours they die. Can only be cured my magical means. characteristics point per hour. After 1d6 hours they die. Can only be cured my magical means.
If they die without cure - they turn to zombie with the disease in 1d6 minutes If they die without cure - they turn to zombie with the disease in 1d6 minutes
Combat Styles: Fists and bite 31% Combat Styles: Fists and bite 42%
Weapon Size/Force Reach Damage AP/HP Effects Weapon Size/Force Reach Damage AP/HP Effects
Diseased bite S S 1-1d4 0/4 Diseased bite S S 1 0/4
Sabre S S 1d6+1-1d4 6/8 Bleed, Impale Sabre M M 1d6+1 6/8 Bleed, Impale
Club S T 1d6-1d4 4/4 Bash, Stun Loc Club M S 1d6 4/4 Bash, Stun Loc
Fists (2h) S T 1d3-2-1d4 0/3 Fists (2h) S T 1d3-2 0/3

Zombie Sailor 7 Zombie Sailor 8


Chars Attributes 1D20 Location AP/HP Chars Attributes 1D20 Location AP/HP
STR: 10 Action Points 2 01-03 Right leg 0/3 STR: 7 Action Points 3 01-03 Right leg 0/4
CON: 5 Damage Modifier -1d2 04-06 Left leg 0/3 CON: 3 Damage Modifier +0 04-06 Left leg 0/4
SIZ: 9 Magic Points 10 07-09 Abdomen 0/4 SIZ: 15 Magic Points 3 07-09 Abdomen 0/5
DEX: 7 Movement 6 10-12 Chest 0/5 DEX: 13 Movement 6 10-12 Chest 0/6
INT: 16 Strike Rank 11(11-0) 13-15 Right Arm 0/2 INT: 12 Strike Rank 12(12-0) 13-15 Right Arm 0/3
POW: 10 Cult rank None 16-18 Left Arm 0/2 POW: 3 Cult rank None 16-18 Left Arm 0/3
CHA: 6 19-20 Head 0/3 CHA: 10 19-20 Head 0/4
Skills: Athletics 17%, Brawn 38%, Endurance 56%, Evade 30%, Navigation 26%, Perception Skills: Athletics 20%, Brawn 49%, Endurance 38%, Evade 34%, Navigation 15%, Perception
45%, Unarmed 17%, Willpower 47% 41%, Unarmed 20%, Willpower 37%
Ability: Undead: Immune to fatigue effects. No detrimental effects of serious and major Ability: Undead: Immune to fatigue effects. No detrimental effects of serious and major
wounds even though can lose locations. Major Wound to head or chest (choose) will destroy wounds even though can lose locations. Major Wound to head or chest (choose) will destroy
the undead. (RQ6: pg 312-316) the undead. (RQ6: pg 312-316)
Ability: *Disease of Zombie If damage by Zombie POT 80 vs Endurance Rotting 1 Ability: *Disease of Zombie If damage by Zombie POT 80 vs Endurance Rotting 1
characteristics point per hour. After 1d6 hours they die. Can only be cured my magical means. characteristics point per hour. After 1d6 hours they die. Can only be cured my magical means.
If they die without cure - they turn to zombie with the disease in 1d6 minutes If they die without cure - they turn to zombie with the disease in 1d6 minutes
Combat Styles: Fists and bite 37% Combat Styles: Fists and bite 40%
Weapon Size/Force Reach Damage AP/HP Effects Weapon Size/Force Reach Damage AP/HP Effects
Diseased bite S S 1-1d2 0/4 Diseased bite S S 1 0/4
Sabre S S 1d6+1-1d2 6/8 Bleed, Impale Club M S 1d6 4/4 Bash, Stun Loc
Club S T 1d6-1d2 4/4 Bash, Stun Loc Sabre M M 1d6+1 6/8 Bleed, Impale
Fists (2h) S T 1d3-2-1d2 0/3 Fists (2h) S T 1d3-2 0/3
Zombie Sailor 9 Zombie Sailor 10
Chars Attributes 1D20 Location AP/HP Chars Attributes 1D20 Location AP/HP
STR: 10 Action Points 3 01-03 Right leg 0/5 STR: 7 Action Points 2 01-03 Right leg 0/5
CON: 12 Damage Modifier +0 04-06 Left leg 0/5 CON: 10 Damage Modifier -1d2 04-06 Left leg 0/5
SIZ: 12 Magic Points 3 07-09 Abdomen 0/6 SIZ: 12 Magic Points 12 07-09 Abdomen 0/6
DEX: 14 Movement 6 10-12 Chest 0/7 DEX: 8 Movement 6 10-12 Chest 0/7
INT: 12 Strike Rank 13(13-0) 13-15 Right Arm 0/4 INT: 12 Strike Rank 10(10-0) 13-15 Right Arm 0/4
POW: 3 Cult rank None 16-18 Left Arm 0/4 POW: 12 Cult rank None 16-18 Left Arm 0/4
CHA: 8 19-20 Head 0/5 CHA: 10 19-20 Head 0/5
Skills: Athletics 24%, Brawn 37%, Endurance 62%, Evade 42%, Navigation 15%, Perception Skills: Athletics 15%, Brawn 51%, Endurance 55%, Evade 28%, Navigation 24%, Perception
44%, Unarmed 24%, Willpower 41% 53%, Unarmed 15%, Willpower 54%
Ability: Undead: Immune to fatigue effects. No detrimental effects of serious and major Ability: Undead: Immune to fatigue effects. No detrimental effects of serious and major
wounds even though can lose locations. Major Wound to head or chest (choose) will destroy wounds even though can lose locations. Major Wound to head or chest (choose) will destroy
the undead. (RQ6: pg 312-316) the undead. (RQ6: pg 312-316)
Ability: *Disease of Zombie If damage by Zombie POT 80 vs Endurance Rotting 1 Ability: *Disease of Zombie If damage by Zombie POT 80 vs Endurance Rotting 1
characteristics point per hour. After 1d6 hours they die. Can only be cured my magical means. characteristics point per hour. After 1d6 hours they die. Can only be cured my magical means.
If they die without cure - they turn to zombie with the disease in 1d6 minutes If they die without cure - they turn to zombie with the disease in 1d6 minutes
Combat Styles: Fists and bite 44% Combat Styles: Fists and bite 35%
Weapon Size/Force Reach Damage AP/HP Effects Weapon Size/Force Reach Damage AP/HP Effects
Diseased bite S S 1 0/4 Diseased bite S S 1-1d2 0/4
Sabre M M 1d6+1 6/8 Bleed, Impale Club M S 1d6-1d2 4/4 Bash, Stun Loc
Club M S 1d6 4/4 Bash, Stun Loc Sabre M M 1d6+1-1d2 6/8 Bleed, Impale
Fists (2h) S T 1d3-2 0/3 Fists (2h) S T 1d3-2-1d2 0/3

Zombie Sailor 11 Zombie Sailor 12


Chars Attributes 1D20 Location AP/HP Chars Attributes 1D20 Location AP/HP
STR: 10 Action Points 3 01-03 Right leg 0/4 STR: 6 Action Points 2 01-03 Right leg 0/5
CON: 13 Damage Modifier -1d2 04-06 Left leg 0/4 CON: 10 Damage Modifier -1d2 04-06 Left leg 0/5
SIZ: 7 Magic Points 10 07-09 Abdomen 0/5 SIZ: 11 Magic Points 8 07-09 Abdomen 0/6
DEX: 15 Movement 6 10-12 Chest 0/6 DEX: 5 Movement 6 10-12 Chest 0/7
INT: 13 Strike Rank 14(14-0) 13-15 Right Arm 0/3 INT: 8 Strike Rank 6(6-0) 13-15 Right Arm 0/4
POW: 10 Cult rank None 16-18 Left Arm 0/3 POW: 8 Cult rank None 16-18 Left Arm 0/4
CHA: 9 19-20 Head 0/4 CHA: 2 19-20 Head 0/5
Skills: Athletics 25%, Brawn 46%, Endurance 55%, Evade 42%, Navigation 23%, Perception Skills: Athletics 11%, Brawn 35%, Endurance 60%, Evade 25%, Navigation 16%, Perception
51%, Unarmed 25%, Willpower 64% 43%, Unarmed 11%, Willpower 40%
Ability: Undead: Immune to fatigue effects. No detrimental effects of serious and major Ability: Undead: Immune to fatigue effects. No detrimental effects of serious and major
wounds even though can lose locations. Major Wound to head or chest (choose) will destroy wounds even though can lose locations. Major Wound to head or chest (choose) will destroy
the undead. (RQ6: pg 312-316) the undead. (RQ6: pg 312-316)
Ability: *Disease of Zombie If damage by Zombie POT 80 vs Endurance Rotting 1 Ability: *Disease of Zombie If damage by Zombie POT 80 vs Endurance Rotting 1
characteristics point per hour. After 1d6 hours they die. Can only be cured my magical means. characteristics point per hour. After 1d6 hours they die. Can only be cured my magical means.
If they die without cure - they turn to zombie with the disease in 1d6 minutes If they die without cure - they turn to zombie with the disease in 1d6 minutes
Combat Styles: Fists and bite 45% Combat Styles: Fists and bite 31%
Weapon Size/Force Reach Damage AP/HP Effects Weapon Size/Force Reach Damage AP/HP Effects
Diseased bite S S 1-1d2 0/4 Diseased bite S S 1-1d2 0/4
Club S T 1d6-1d2 4/4 Bash, Stun Loc Club M S 1d6-1d2 4/4 Bash, Stun Loc
Sabre S S 1d6+1-1d2 6/8 Bleed, Impale Sabre M M 1d6+1-1d2 6/8 Bleed, Impale
Fists (2h) S T 1d3-2-1d2 0/3 Fists (2h) S T 1d3-2-1d2 0/3
Zombie Sailor 13 Zombie Sailor 14
Chars Attributes 1D20 Location AP/HP Chars Attributes 1D20 Location AP/HP
STR: 10 Action Points 2 01-03 Right leg 0/4 STR: 7 Action Points 2 01-03 Right leg 0/3
CON: 8 Damage Modifier -1d2 04-06 Left leg 0/4 CON: 2 Damage Modifier -1d2 04-06 Left leg 0/3
SIZ: 9 Magic Points 11 07-09 Abdomen 0/5 SIZ: 9 Magic Points 5 07-09 Abdomen 0/4
DEX: 4 Movement 6 10-12 Chest 0/6 DEX: 13 Movement 6 10-12 Chest 0/5
INT: 16 Strike Rank 10(10-0) 13-15 Right Arm 0/3 INT: 10 Strike Rank 11(11-0) 13-15 Right Arm 0/2
POW: 11 Cult rank None 16-18 Left Arm 0/3 POW: 5 Cult rank None 16-18 Left Arm 0/2
CHA: 4 19-20 Head 0/4 CHA: 7 19-20 Head 0/3
Skills: Athletics 14%, Brawn 39%, Endurance 55%, Evade 26%, Navigation 27%, Perception Skills: Athletics 20%, Brawn 39%, Endurance 31%, Evade 37%, Navigation 15%, Perception
51%, Unarmed 14%, Willpower 61% 30%, Unarmed 20%, Willpower 43%
Ability: Undead: Immune to fatigue effects. No detrimental effects of serious and major Ability: Undead: Immune to fatigue effects. No detrimental effects of serious and major
wounds even though can lose locations. Major Wound to head or chest (choose) will destroy wounds even though can lose locations. Major Wound to head or chest (choose) will destroy
the undead. (RQ6: pg 312-316) the undead. (RQ6: pg 312-316)
Ability: *Disease of Zombie If damage by Zombie POT 80 vs Endurance Rotting 1 Ability: *Disease of Zombie If damage by Zombie POT 80 vs Endurance Rotting 1
characteristics point per hour. After 1d6 hours they die. Can only be cured my magical means. characteristics point per hour. After 1d6 hours they die. Can only be cured my magical means.
If they die without cure - they turn to zombie with the disease in 1d6 minutes If they die without cure - they turn to zombie with the disease in 1d6 minutes
Combat Styles: Fists and bite 34% Combat Styles: Fists and bite 40%
Weapon Size/Force Reach Damage AP/HP Effects Weapon Size/Force Reach Damage AP/HP Effects
Diseased bite S S 1-1d2 0/4 Diseased bite S S 1-1d2 0/4
Club S T 1d6-1d2 4/4 Bash, Stun Loc Sabre S S 1d6+1-1d2 6/8 Bleed, Impale
Sabre S S 1d6+1-1d2 6/8 Bleed, Impale Club S T 1d6-1d2 4/4 Bash, Stun Loc
Fists (2h) S T 1d3-2-1d2 0/3 Fists (2h) S T 1d3-2-1d2 0/3

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