Date: Wed, 20 Jul 1994 03:20:21 EDT Sender: Mythus Fantasy Roleplaying Game List From: "Rodney W. Morris" <[c s c 3 r w m] at [CABELL.VCU.EDU]> Subject: Bandits and Giant Goats The Prince of Darkness X-Mailer: ELM-MIME [version 1.0 PL0] While creating random-encounter tables for the Moonshae Isles (where the HPs popped into Toril...they were in Albion in AErth, so this fostered the most confusion), I created some Mythus-stats for a couple of encounters. They left the 'Shaes before I had a chance to create any more. I know the latter will probably be useless to most, but I figured that I might as well post them (and hope _someone_ gets to use the stuff!). Enjoy! Lucifer >:} _Bandits_ Identifier: Homo Sapiens Habitat: Near any well travelled road, but far from towns Size: 1 x human size Number Appearing: 5d6 in random bands, 20d10 in camp Modes & Rates of Movement: Standard Human Initiative Modifiers: Standard Human Outstanding K/S Areas/Sub-Areas & STEEP: Combat, Hand Weapons: 22 - 60 (2d20+20) Combat, Hand Weapons, Missile: 22 60 (2d20+20) Criminal Activities, Physical: 31 - 42 (1d12 + 30) Joss Factors: 2d3 Dodging/Avoidance: 0 and 20/31/20 (Human norms) Attractiveness: 3d18 Invulnerabilities: Nil Susceptibilities: Nil Average Armor Protection: 0 Quirks: The leader of any such band will have one Quirk Attacks Avg. BAC Damage Type Base Bonus Combat, Hand Weapon 41 per weap per weap 5 Combat, Missile Weapon 41 per weap per weap 5 Powers: Nil Statistical Detail: Base Scheme (+/- D3) M: 70, EL: 56 P: 100, WL: 80, CL: 90 S: 50, EL: 40 MM: 35 MR: 35 PM: 50 PN: 50 SM: 25 SP: 25 MMCap: 14 MRCap: 13 PMCap: 18 PNCap: 17 SMCap: 14 SPCap: 14 MMPow: 11 MRPow: 12 PMPow: 17 PNPow: 17 SMPow: 11 SPPow: 11 MMSpd: 10 MRSpd: 10 PMSpd: 15 PNSpd: 16 SMSpd: 10 SPSpd: 10 Armor Scheme (typical armor scheme is studded leather armor and helmet) Area Pierce Cut Blunt Fire Chem. Stun Elec. Ultra 9 19 15 8 11 12 5 Super 9 19 15 8 11 12 5 Vital 4 7 5 5 5 4 12 Non 4 7 5 5 5 4 12 Average 6 13 10 6 8 8 8 SF Pen: 2 Commentary & Description: Bandits are an unfortunate presence in the remote roadways and caravan routes throughout the Realms. They will always attack by surprise, often with some clever trap they've devised. Most bandits are actually nothing more than local peasants who've decided to earn a little more cash on the side. Some are actually oppressed, and need to resort to banditry to survive, but these bands are few and very far between. When bandits do actually congregate into clans or dens, they can number in the hundreds. _Goat, Giant_ Identifier: Animal, Mammalia, Artiodactyla, Bovid/Caprinid Gigantis Habitat: Cold Moutainous or Hilly regions Size: 2 x human size Number Appearing: 1 or 3 - 18 (in flocks) Modes & Rates of Movement: Walk: 90 yds/BT Trot: 180 yds/BT Run/Charge: 320 yds/BT and 450 yds/BT (1 BT only) Initiative Modifiers: Standard Outstanding K/S Areas/Sub-Areas & STEEP: Nil Joss Factors: 0 Dodging/Avoidance: xx and --/34/-- Attractiveness: Nil Invulnerabilities: Nil Susceptibilities: Nil Average Armor Protection: 6 Quirks: Nil Attacks Avg. BAC Damage Type Base Bonus Horns 45 B/P 3D6 * 0 * Double physical damage if charging Powers: Nil Statistical Detail: Base Scheme (+/- D3) M (cunning): 20, EL: 16 P: 226, WL: 169, CL: 203, RL: 22 MM: 10 MR: 10 PM: 118 PN: 108 MMCap: 4 MRCap: 4 PMCap: 40 PNCap: 40 MMPow: 2 MRPow: 2 PMPow: 38 PNPow: 30 MMSpd: 4 MRSpd: 4 PMSpd: 40 * PNSpd: 38 * *Divide by 2 for effective PMSpd of 20 and PNSpd of 22 Armor Scheme Area Pierce Cut Blunt Fire Chem. Stun Elec. Ultra 16 16 16 0 0 16 0 Super 12 12 12 0 0 12 0 Vital 8 8 8 0 0 8 0 Non 4 4 4 0 0 4 0 Average 10 10 10 0 0 10 0 Commentary & Description: These giant variety of the common wild goat exist only in remote moutainous regions. They have simliar social struct ures as their smaller cousins, flocking during the winter and spring, and remaining solitary during summer and autumn. The male of the species rarely attack (unless they are establishing territory or leadership), but, when they do, they do so by butting their large horns into their enemy. If the attack is made on another ram, and the other ram meets the attack with his horns, there is little damage traded (the horns confer a 40-point defense against such attacks). There is usually only one ram per flock, though another may be present to contest the authority of the other. The rest of the flock will be composed of about four ewes and the rest lambs.