Chaos Beastmen

Identifier: Animal, Mammalia, Homo Sapiens, Mutant
Habitat: Woodlands and Hills, Temperate
Size: 1 x human size (6' T)
Number Appearing: 5-15 (2d6+3) War Party, 20-120 (20d6) Village
Modes & Rates of Movements:
Walk: 85 yds/BT
Trot: 170 yds/BT
Run: 255 yds/BT
Climb: 30 yds/BT
Swim: 50 yds/BT

Initiative Modifiers: Human standard
Outstanding K/S Areas/Sub-Areas & STEEP:
All have:
Combat, Hand Weapons at 40-60 (4d6 + 36)
Combat, Hand Weapons, Missile at 35-55 (4d6 + 31)
Hunting/Tracking at 36-45 (1d10 + 35)
Heka Users also have:
Dweomercraeft, Elemental or Black, at 32-50 (2d10 + 30)
Magick at Dweomercraeft STEEP
Priestcraeft, Gloomy Darkness, at 33-60 (3d10 + 30)
Religion at Priestcraeft STEEP

Joss Factors: 1D3
Dodging/Avoidance: 0, 16/23/20
Attractiveness: 1 (Nasty)
Invulnerabilities: Nil
Susceptibilities: Nil
Average Armor Protection: 0
Quirks: Chaos Mutations (see commentary)

Attacks             BAC  Damage Type    Base Damage         Bonus
By weapons type          varies    by weapon type by weapon type 
     +5 (varies)*
* High STEEP damage bonuses added when applicable

Powers: Nil

Statistical Detail:
Base Scheme (+/- d3, -2 M, +2 PM, -1 S)

M:  55     EL:  44      P:  85 WL: 63 CL: 76    S:  60     EL:  48
MM:  25    MR:  30      PM:  50    PN:  35      SM: 30     SP:  30
MMCap:  10 MRCap:  15   PMCap:  20 PNCap:  15   SMCap:  12 SPCap:  12
MMPow:   7 MRPow:   7   PMPow:  17 PNPow:  10   SMPow:   8 SPPow:  8
MMSpd:   8 MRSpd:   8   PMSpd:  13 PNSpd:  10   SMSpd:  10 SPSpd:  10

Armor Scheme:
Area   Pierce   Cut   Blunt  Fire   Chem.  Stun   Elec.
-------------------------------------------------------
Ultra     0      0      0      0      0      0      0
Super     0      0      0      0      0      0      0
Vital     0      0      0      0      0      0      0
Non       0      0      0      0      0      0      0
-------------------------------------------------------
Average   0      0      0      0      0      0      0

Commentary/Description: Chaos Beastmen were once followers of Garlath, but have been the victims of his fury. The race is shunned and outcast by all, but called to war when Gath-Golan goes to battle. Beastmen are primitive acting and slow to think. They still worship Garlath, hoping to gain his favor. He rewards them with strange mutations, a sign of his favor. Some of these mutations include extra arms, scales, rock hard skin, fire breath, tentacles, and other strange appendages. These are whimsical gifts, and are just as often harmful as they are helpful. The greatest gift that a beastman can be granted is assention to a Chaos Champion.
Beastmen villages are little more than a variety of shacks and lean-tos, constructed for protection from the elements. They hunt and fight, and do little more. Chieftain is a position gained by strength. Shamans and witch doctors are not unheard of. They tend to be former clerics and wizards, and generally have much higher Mental and Spiritual Traits.
In appearance, beastmen look like a cross between a goat and a human. Their knees bend backwards and their legs end in hooves. They have shaggy fur, and generally have horns.

Created by: Chris Beadles (cbead@cyberport.net)