Arax
Arax | |
---|---|
Expected lifespan | 30 |
Move | 30 |
Size | D6/2+1 |
Strength | D6+1 |
Endurance | D6+1 |
Coordination | D6+1 |
Awareness | D6+1 |
Learning | D6/2 |
Magical Aptitude | D6/2 |
Armor Points | As armor |
Weapon | Unarmed (D6+1) |
Ini/Off/Def/Dam | 5/-2/-4/-3 |
Weapon2 | Club (O6+1) |
Ini/Off/Def/Dam | 3/-1/-2/-2 |
Dodge | D6+1 |
Hide | O6+1 |
Move Quietly | O6+1 |
Skill1 | Survival Lore (D6+2) |
Skill2 | Climb (D6+1) |
Contents
Physical description
The Araxi are creatures of chaos with black skin, red eyes and a protruding face and sharp teeth and with sharp claws. They are usually smaller than humans but often stronger and more agile.
Clothing, arms and armor
Araxi wear whatever they can find that helps in combat - leather armor being the most common.
Social structure
A strong hierarchy and social order characterizes the Arax society. Families are tightly bound with the father being the undisputed head.
Occupations
Araxi are warriors at heart. Most are also hunters. Females are keeping the den in order.
Special skills
Being magical creatures of chaos, the Araxi have a 50% chance (a 4 or more on a D6) of possessing chaotic features. Roll for the chaotic feature(s) on the table below. Roll first a D6 for the chaotic feature category, and then a D6 for the specific feature within that category:
1 = Minor aberration | |
1 | Stench. Everyone with a sense of smell within 3 meters get -1 in Status |
2 | Long limbs (add D6 to melee Initiative) |
3 | Fearful look (subtract D6 from Fear roll when first encountered) |
4 | Exudes fear. Opponents roll for fear every 3 rounds |
5 | Swift. Add O6+3 to Reaction Speed |
6 | Regenerates 1BP/minute |
2 = Attribute enhancement | |
1 | Add O6+4 to Strength |
2 | Add O6+5 to Endurance |
3 | Add O6+3 to Coordination |
4 | Add O6 to Learning |
5 | Add O6+3 to Awareness |
6 | Add O6+2 to Magical Aptitude |
3 = Skill enhancement | |
1 | Add O6+5 to Tumble |
2 | Add O6+5 to Hide |
3 | Add O6+5 to Move Quietly |
4 | Add O6+3 to Dodge |
5 | Add O6+3 to Missile weapons |
6 | Add O6+3 to Melee weapons |
4 = Magick aberration | |
1 | Can cast a specific Earth magick spell once per day (GM decides which spell) |
2 | Can cast a specific Black magick spell once per day (GM decides which spell) |
3 | Can cast a specific Protection magick spell once per day (GM decides which spell) |
4 | Can cast a specific Perception magick spell twice per day (GM decides which spell) |
5 | Can cast a specific Earth magick spell four times per day (GM decides which spell) |
6 | Can cast a specific Black magick spell once per hour (GM decides which spell) |
5 = Special aberration | |
1 | Poison spit (D6 Dam/r if hit in non-armored location) |
2 | Poison touch (D6 Dam/r) if unarmed does damage to target |
3 | Poison breath (D6 Dam - 1/m) to all targets in front |
4 | Exploding limb. Can make a limb explode into a poisonous cloud (O6+2 Dam -1/m to everyone around) |
5 | Exploding death. Can decide to explode, inflicting O6+3 in damage (-1/m) to everyone around)
per meter |
6 | Regenerates 1BP/r |
6 = Roll twice on this table. |
Mental description
The Araxi have low intelligence - somewhere between that of Neanderthals and humans. But they are cunning in an evil way.
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