Apprentice of Arkanth Mal, male Enlightened Sorcerer (1-3)
Value 1D20 Hit Location AP/HP
STR 11 1-3 Right Leg -/4
CON 10 4-6 Left Leg -/4
SIZ 10 7-9 Abdomen -/5
INT 16 10-12 Chest -/6
POW 14 13-15 Right Arm -/3
DEX 14 16-18 Left Arm -/3
CHA 14 19-20 Head -/4
Combat Actions 3 Armour: None
Damage Modifier +0
Magic Points 14 Traits: None
Movement 8m
Strike Rank +15 Common Skills: Athletics 50%, Brawn 30%, Culture (Own) 80%, Dance 40%, Drive 28%, Evade 70%, Evaluate 55%, First Aid 30%, Influence 48%, Insight 50%, Lore (Regional) 69%, Perception 60%, Persistence 50%, Resilience 37%, Ride 28%, Sing 28%, Sleight 28%, Stealth 40%,Swim 44%, Unarmed 60%
Advanced Skills: Courtesy 76%, Craft (Alchemy) 90%, Language (Native) 89%, Lore (Witch King) 73%, Manipulation 77%, Meditation 80%, Sorcery (Witch King) 82%
Spells: Attract (Magic), Attract (Spirits), Damage Enhancement, Damage Resistance, Diminish (STR), Holdfast, Wrack.
Combat Styles
Witch King’s Apprentice (Quarterstaff, Dart, Bomb) 69%
Weapons
Type Range Size Reach Damage AP/HP
Quarterstaff -- M L 1D8 Stun Location 4/8
Dart 20m S -- 1D4 Impale 2/1
Bomb 20m S -- 1D6 Special (see below) 1/3
Possessions: Only a few paltry coins (perhaps 3-5 SP), their weapons and 3 doses of Potent Snake Venom poison (Page 81 Legend core rulebook). 4 Alchemical bombs.
Description: Oddly, the apprentices of the witch-king are not natives of Yg, but are recruited from lands far to the south. They are shaven-headed and dress in dark green robes with gold trim. They wear long fake fingernails of silver, and eyes painted with kohl after the Yar-Ammonite fashion. The so-called “First Apprentice” is a handsome but wicked man named Rilgar Hin (not his native name, obviously). Following hallowed apprentice traditions, he secretly plots to overthrow his master after learning all of the witch-king’s secrets.
Tactics: If given time to prepare, the apprentices cast their protective spells before going into combat, then attacking in concert with the citadel’s warriors. After they have expended their offensive spells, they throw alchemical bombs and poisoned darts.
Bombs: These small ceramic containers are packed with volatile contents that go off with a bang. They cause damage instantly to any creature in the 2m-cubed area of effect all locations as a cloud of burning material fills the area – a successful Difficult Evade test can negate this damage entirely. Creatures are also blinded if they do not pass a Routine Resilience test whilst in the area of the cloud.