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.