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Combat:
Natural Attacks (Tusks): 1d8 Splitting, Concussive, 1m.
Natural Toughness: 2
Special Abilities:
fgh
Traits:
Quadruped
Bestial
Resistance (Frost 3)
Resistance (Poison 3)
Riekling
Threat: Minor, White Soul: 125
Rieklings are a race of small, blue-skinned humanoid creatures
native to northern Solstheim. They are aggressive, and can be dangerous
in groups. Despite being considered little more than beasts
by the local Nords, Rieklings are naturally cunning.
Characteristics Attributes Skills
Combat:
May have one of:
Iron War Axe (1H): 1d8 Physical, Splitting; Unwieldy, 2m, ENC 1.
Iron Spear (1.5H): 1d8 (1d10) Physical, Impaling; Unwieldy, 2-3m, ENC 2.
Iron Mace (1H): 1d8 Physical, Crushing; Unwieldy, 2m, ENC 1.
Riekling Shortbow (2H): 1d6 Physical, Reload (1), 20/100/200m, ENC 1.
Special Abilities:
Goora! Goora! Goora! (1 SP): On it’s turn, as a free action, the Riekling can let out a small chant,
gaining back 3 Hit Points.
Gang Up (1 SP): Can gang up by spending a Stamina Point when an enemy in Reach is attacked by
another allied Riekling. Ganging up imposes a -10 on the target's Defence roll. Additionally, each ganging
up Riekling adds +1 damage to the attacking Riekling's damage roll.
Traits:
Resistance (Frost, 2): Reduce Frost damage by 2. +20 to resist non-damaging effects of this type.
Teamwork (Riekling) +1 DoS when in reach of same target with another Riekling.
Dark Sight
Encountering Monster
This monster lives in caves and is very scary. It is predisposed to snatching children and eating them
alive. It can be found HERE, HERE, and THERE, typically. It is common knowledge that IT DOES THING,
and in combat will typically behave IN THIS PARTICULAR WAY. etc etc.
Riekling Cavalry
Threat: Minor, White Soul: 200
Rieklings are a race of small, blue-skinned humanoid creatures
native to northern Solstheim. They are aggressive, and can be dangerous
in groups. Despite being considered little more than beasts
by the local Nords, Rieklings are naturally cunning.
Characteristics Attributes Skills
Combat:
May have one of:
Iron Spear (1.5H): 1d8 (1d10) Physical, Impaling; Unwieldy, 2-3m, ENC 2.
Riekling Shortbow (2H): 1d6 Physical, Reload (1), 20/100/200m, ENC 1.
Special Abilities:
Gang Up (1 SP): Can gang up by spending a Stamina Point when an enemy in Reach is attacked by
another allied Riekling. Ganging up imposes a -10 on the target's Defence roll. Additionally, each ganging
up Riekling adds +1 damage to the attacking Riekling's damage roll.
<<<(1 SP): On its turn, a Riekling Cavalry can spend a Stamina point to lead one Bristleback. That
Bristleback can then re-roll its next failed Combat test.
Traits:
Resistance (Frost, 2): Reduce Frost damage by 2. +20 to resist non-damaging effects of this type.
Teamwork (Riekling) +1 DoS when in reach of same target with another Riekling.
Dark Sight
Trained Rider: When making an attack while mounted, their test is never limited.
Encountering Monster
This monster lives in caves and is very scary. It is predisposed to snatching children and eating them
alive. It can be found HERE, HERE, and THERE, typically. It is common knowledge that IT DOES THING,
and in combat will typically behave IN THIS PARTICULAR WAY. etc etc.
Riekling Chief
Threat: Minor, White Soul: 500
Rieklings are a race of small, blue-skinned humanoid creatures
native to northern Solstheim. They are aggressive, and can be dangerous
in groups. Despite being considered little more than beasts
by the local Nords, Rieklings are naturally cunning.
Characteristics Attributes Skills
Combat:
May have one of:
Iron War Axe (1H): 1d8 Physical, Splitting; Unwieldy, 2m, ENC 1.
Iron Spear (1.5H): 1d8 (1d10) Physical, Impaling; Unwieldy, 2-3m, ENC 2.
Iron Mace (1H): 1d8 Physical, Crushing; Unwieldy, 2m, ENC 1.
Riekling Shortbow (2H): 1d6 Physical, Reload (1), 20/100/200m, ENC 1.
Special Abilities:
Goora! Goora! Goora! (1 SP): On it’s turn, as a free action, the Riekling Chief can let out a small chant,
gaining back 3 Hit Points.
Gang Up (1 SP): Can gang up by spending a Stamina Point when an enemy in Reach is attacked by
another allied Riekling. Ganging up imposes a -10 on the target's Defence roll. Additionally, each ganging
up Riekling adds +1 damage to the attacking Riekling's damage roll.
War-Caller (1 SP and 1 AP): On its turn, as part of an Action, the Riekling Chief can spend
a Stamina Point to call his Rieklings to arms. All Rieklings wihin 10m can immediately make a free Attack
action, or use their Gang Up ability without spending a Stamina Point.
Grahl
Uderfrykte
Threat: Extreme, White Soul: 1000 (Greater)
The Udefrykte (also spelled Uderfrykte or Udyrfrykte) is the name
given to a legendary troll. Only two trolls have been recorded in
history to go by the name.
Characteristics Attributes Skills
Combat:
Natural Attacks (Claws): 2d10 Physical, Slashing; Concussive; Magic, 1m.
Natural Toughness: 6
Special Abilities:
Hyper-Metabolize (1 SP): When the Uderfrykte makes its Regeneration roll on at the start of the next
round, it gains an additional 2d10 HP. Cannot be used while Burning or if the Troll took Fire damage
within 1 Round.
Sweeping Strike (1 SP): The Uderfrykte can, as part of a melee attack, make a sweeping strike, which
hits up to 3 targets in the Uderfrykte’s Reach. This is resolved as an AoE.
Traits:
Quadruped: When Dashing, triples movement speed.
Regenerate: The Uderfrykte may make an Endurance test at the start of each round to heal 12+DoS HP.
• Thick Skull: Immune to Stun and Dazed.
• Three Eyed: Requires 3 Head Wounds to Blind. Additionally, attempts to Blind the Uderfrykte are at a
-20.
• Weakness (Fire, 5): Does not receive DR against
any Fire damage, and takes a bonus 5 Fire damage
on each Fire attack, and suffer a -50 on any test to
resist non-damaging effects of this type.
Encountering Monster
This monster lives in caves and is very scary. It is predisposed to snatching children and eating them
alive. It can be found HERE, HERE, and THERE, typically. It is common knowledge that IT DOES THING,
and in combat will typically behave IN THIS PARTICULAR WAY. etc etc.