Legend 2014 - Cults of Sheoloth: the Killer (DONE)

I'm outlining the relationship between the people and the Killer's cult at the moment, offering some advice on how to integrate the cult into a city or campaign with a couple of facets. Such as a support mechanism, or as an aloof group of highly trained warriors.
 
The book's coming together now, after adding even more content. I'm writing the Killer's interactions with the surface world, and then I'll be just statting NPCs
 
Here's the defacto leader of the Killer's cult.
Jezdivyn Urklaar (Dark elf, Decadent, Noble Warrior)

This dark elven warrior is lethal in combat, eschews magic of any kind and prefers the strength of his weapons and skill to the chanting cant of priests and ritual. He fights ferociously and gives no quarter, never backing down from a challenge.

STR 16
CON 19
SIZ 16
INT 20
POW 16
DEX 22
CHA 14

1D20 Hit Location AP/HP
1-3 Right Leg 4/7
4-6 Left Leg 4/7
7-9 Abdomen 4/8
10-12 Chest 4/9
13-15 Right Arm 4/6
16-18 Left Arm 4/6
19-20 Head 4/7

Combat Actions:4
Damage Modifier:+1D4
Magic Points:16
Movement:10m
Strike Rank:15

Armour: Custom light dark elf shadowsteel: (AP 4), Armour Penalty -6
Traits: Dark Sense, Earth Sense, Dark Sight, Innate Magic
Common Skills: Athletics 78%, Brawn 50%, Culture (Own) 110%, Dance 60% , Drive 38%, Evade 80%, Evaluate 60%, First Aid 60%, Influence 70%, Insight 60%, Lore (Regional) 100%, Perception 80%, Persistence 70%, Resilience 90%, Ride 38%, Sing 60%, Sleight 36%, Stealth 70%, Swim 60%, Unarmed 90%
Advanced Skills: Acrobatics 90%, Art 80%, Courtesy 100%, Language (Native) 110%, Lore (The Killer) 120%, Intimidation 105%, Oratory 99%, Streetwise 80%, Style 100%
Innate: Haste (Manipulation 70%, Sorcery 70%)
Heroic Ability: Blood Dimmed Tide

Weapons
Type Range Size Reach Damage AP/HP
Shalwri (sword) — M M 1D12+1D4 Bleed 8/14

Combat Styles
Blood of War (Shalwri, Dagger, Two-Handed Sword): 120%
Steel Willow (Shalwri): 130%

Tactics: He will not back down, he goes for the throat and attempts to hit hard and fast. If hard pressed, surrender is not an option for this man.
Special: Symbol of the Killer (grants no bonuses), ornate Shalwri, 1000 SP in various gems, jewellery and adornments.
 
3 NPCs done for the day, hand crossbow designed and implemented (with specialist bolts) and a bunch of other stuff added.
 
Daily update!

So, we're getting there. This time I've decided to give GMs options in regards to how they want to use the Killer's Cult and the Tavari Assassin Order.

So to that end I've actually created a 2nd cult entry as an option, so you can use either the Killer's Cult for the Assassins or you can use the Tavari Order cult.

Also, just doing the Theatre Diabolic NPCs.

Options options options!
 
And we're entering the home stretch here:

Runners

The flow of information and objects through the city is carried out by runners, these talented individuals can move around Sheoloth either on the ground, or by the rooftops using their agility and skill. They are also taught to handle the Shalwri since many dark elf houses like to target the runners and steal their information or cargo. The Killer’s cult uses runners a lot, training them to higher standards of ability.

STR 14
CON 19
SIZ 16
INT 19
POW 15
DEX 24
CHA 13

1D20 Hit Location AP/HP
1-3 Right Leg 1/7
4-6 Left Leg 1/7
7-9 Abdomen 1/8
10-12 Chest 1/9
13-15 Right Arm 1/6
16-18 Left Arm 1/6
19-20 Head 1/7

Combat Actions:4
Damage Modifier:+1D2
Magic Points:15
Movement:10m
Strike Rank:20

Armour:Light leather (provides great mobility), -2 Armour Penalty.
Traits: Dark Sense, Earth Sense, Dark Sight, Innate Magic
Common Skills: Athletics 70%, Brawn 40%, Culture (Own) 70%, Dance 60%, Drive 50%, Evade 88%, Evaluate 52%, First Aid 50%, Influence 46%, Insight 60%, Lore (Regional) 90%, Perception 80%, Persistence 40%, Resilience 48%, Ride 49%, Sing 28%, Sleight 37%, Stealth 60%, Swim 80%, Unarmed 70%
Advanced Skills: Acrobatics 70%, Commerce 70%, Courtesy 76%, Language (Native) 90%, Lore (Roofways) 100%, Mechanisms 80%, Streetwise 90%, Style 90%, Survival 71%, Track 80%
Innate: Haste (Manipulation 70%, Sorcery 70%)

Weapons
Type Range Size Reach Damage AP/HP
Shalwri (sword) — M M 1D12+1D2 Bleed 8/14

Combat Styles

Roofway Warrior (Shalwri, Longsword, Dagger, Bow): 75%

Tactics: Acrobatic and athletic in combat, they like to dominate the battlefield by using the environment to give them an advantage. If they have to fight, they like to attack from surprise and make quick hit and run strikes with their acrobatics and agility.
Special:Light leather armour, black annealed Shalwri, 200SP in payment, documents or cargo appertaining to their current mission. A map of the best roofway routes.
 
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