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M - Rabid Beastman

  "The beastmen were already aggresive species - even by human standards- but their apparent susceptibility to familiar rabies has caused even more violent contact with local settlements and trade. If the Farrow can't manage the health of their own tribes than we may be forced to... encourage the tribes to forage even deeper into the wilderness."
  While Farrow attack on human settlements on the outskirts of the wilderness are almost a seasonal affair, the raiders themselves are not unreasonable creatures. The raiders tend to focus on taking that which can be brought back to the tribe as supplies and trophies. Those that end up dead after the raiders are typically anyone who chose to step between a Farrow Raider and their goal - and ended up paying the ultimate price.

  The tendency for Farrow to not only settle in the hardest parts of wilderness in the continent but also scavenge, hunt, and eat whatever they find has led to their species' population demographic display of unusually high cases of Familiar Rabies. Combined with a low cultural focus on medicine and social cohesion leads to many symptomatic cases of rabid farrow simply wandering off from the tribe in a fit of confusion. Even more concerning is the farrow's social tendency to bite other members of the tribe to both show affection and dominance. The end result is often small packs of rabid beastmen wandering the wilderness of Alwaus. Stumbling onto a pack of any beastmen can often mean the death of an ill-prepared traveller, but the greatest danger a Rabid Beastman carries is the disease itself. Even a skilled fighter can slaw the Farrow will little injury, but if the creatures are able to sink their teeth into their victim the hourglass begins pouring before the path for effective treatment closes forever.


(Minion) - Rabid Beastman


BRN - 3 AGI - 2 INT - 0 CUN - 2 WIL - 1 PRE - 0

Silhouette - 1 DEF 0/0 Soak - 3 Wounds - 6
Weaknesses - *Water* Resistances - N/A Immunities - N/A
Quick Initiative : 0.3 Prestige - N/A Identify: Warfare 4, Nature 2

Primary Checks

Terrfying 2 : At the start of an encounter with this adversary, all opponents must make an Average (dd) Fear Check as an Out-of-turn incidental.

Rabid Claws: Brawl ddd+ Group Upgrade : Damage 6 (Slashing Critical 3; Range [Engaged]

Foaming Fangs: Brawl dddb + Group Upgrade : Damage 4 (Piercing Critical 4; Range [Engaged]; Inaccurate 1



Information

Skills (group only) : Brawl, Perception, Vigilance


Abilities

Bestial Rage: If this adversary has taken any number of wounds in this encounter they may reduce the Critical Rating of its attacks by one.

Hydrophobic: This adversary will not willingly approach large amounts of water and if they exposed directly to water they must make a Hard ddd) Fear Check as an Out-of-turn incidental.

Special Actions

Terrifying 2 : At the start of an encounter with this adversary, all opponents must make an Average (dd) Fear Check as an Out-of-turn incidental.

Rabid Bite: This adversary makes an attack action with its Foaming Fangs at a target within engaged range. If the attack is successful, a a a a or generated on the attack can be used to force the target to make a Hard (dd[genesysdice:difficulty) Resilience check. If the target fails the check they have contracted Familiar Rabies. (Note: Depending on your group dynamic it may be best to have the GM role the Resilience check to prevent infection in secret, that way the player who controls the victim of the bite won't know if they contracted the disease or not - and will therefore have to determine whether or not seeking immediate medical attention is required.)

 
Equipment

Weapons
Rabid Claws : Brawl; Damage 6 (Slashing Critical 3; Range [Engaged];
Foaming Fangs: Brawl; Damage 4 (Piercing)l Critical 3; Range [Engaged}; Inaccurate 1
  Armour & Gear
None   Potential Sundries
½ Silver Standard
Rations X 1
Spoiled Rations X2
Carved Wooden Figure
Utility Knife


Roleplaying Suggestions



General Behaviors


Borderline mindless, a beastman with familiar rabies behaves in a matter no dissimilar to that of of a common undead. Confused, feverish, desperately hungry and thirst but terrified of water: the beastmen are slowly dying as their brains begin to decay in their very skulls. They wander aimlessly through the wilderness and display absurd levels of aggression; even by their species' normal standards. Rabid beastmen are considered free-range across [The Thirteen Kingdoms and most other cultures in [The Eternal Empire , and they are often shot on sight from a safe distance.

 

Combat Behaviors


Aggressive beyond all sense of rationality and sense of self-preservation, an infected farrow lacks the mental capacity to wield most weapons effectively. Instead their revert to a primal and animalistic state where they favor tooth and claw over iron and steel. While this makes for a considerably easier fight, it is also what makes a Rabid Beastman such a serious threat: even a single bite is enough to pass the virus onto a new host, and with it comes the promise of the same slow and horrifying fate.
Any capacity for measuring the threat of a situation is completely lost on the Rabid Beastman. They have been noted to attack entire army platoons marching in formation, and even been found chewing the heels of ironclads. No display of force or numbers will be enough to dissuade the creature from attacking, however still and running water is enough to chase them off in most situations.

 

Social Behaviors


While technically considered a civilized species, Farrow are not well known for their ability to compromise and negotiate in the best of circumstances. The confusion that sets on early in the stages of the disease makes communicating with the infected beastman impossible in all but the rarest cases.

     

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