devastatorapp1


 

Trail of the Devastator: Mooks and Villians

 


 

 

Monsters and Extras

 

Redcap 

Redcaps are demonic little fey that plague drafty castles and dark alleys. In combat, they typically gang up on a single opponent either throwing their spears or using their wicked cleavers. The only way to distract a redcap from its bloody work is with games of chance. Typically a redcap only wagers on things that interest it (pints of fresh blood, slaves, etc). They often bet their own freedom on big wagers leading to many gamblers having a redcap servant for a period of a few weeks to many years. The redcaps adhere to a strict moral code regarding servitude and would never directly harm their 'masters,' though they have no compunction about letting their master come to harm through inaction.

 

Attributes: Agility d8, Smarts d6, Spirit d8, Strength d4, Vigor d6

Skills: Fighting d6, Throwing d10, Taunt d8, Stealth d10, Lockpicking d8, Gambling d8

Pace: 8; Parry: 6; Toughness: 5

SPECIAL ABILITIES

 

Typical Equipment:

 

 

Bleakmen Warrior

Bleakmen serve the cambion (half-devil) Kas’Deya. Though many consider them unscrupulous mercenaries, Bleakmen undergo a complex loyalty ritual that promises their souls to the Infernals. Failure of this code damns them to the vilest reaches of Hell, though their rewards are not much better. Bleakmen are typically led by priests dedicated to some Infernal lord or godling. Bleakmen are tattooed with Infernal signs and wear the Fist motif of Kas’Deya on their armor and weapons. 

 

Attributes: Agility d10, Smarts d6, Spirit d10, Strength d10, Vigor d8

Pace: 6; Parry: 6; Toughness:9 (6);

Skills: Fighting d10, Shooting d8, Guts d10, Riding d8, Intimidate d10, Tracking d8

Edges: Berserk, Arcane Resistance, Frenzy

Hindrances: Code of Honor (Infernal Pact), Bloodthirsty

Special Abilities:

Typical Equipment

  

Infernal Zombie

Infernal zombies are raised by the Zombie power from priests of infernal or demonic gods. Though they are typical zombies, their bodies are turned inside-out causing revulsion in those that view them. Infernal zombies are also more resistant to repulsion effects from holy warriors and the like.

 

Infernal Zombie(Sir Harford)

Sir Harford's life ended with a Bleakman bullet to his cheek at about the same time as his warhorse took a spear to the chest. One of his legs is rather broken, but he seems to make good time...

 

Attributes: Agility d6, Smarts d4, Spirit d4, Strength d6, Vigor d6

Skills: Fighting d6, Intimidation d6, Notice d4, Shooting d6

Pace: 4; Parry: 5; Toughness: 10

 

Special Abilities

  

Infernal Zombie (Warhorse)

Zephyr, late and presently Sir Harford's warhorse, took a spear to the chest. This didn't seem to slow him down much after the Bleakman priest raised him.

 

Attributes: Agility d6, Smarts d4, Spirit d6, Strength d8, Vigor d8

Skills: Fighting d8, Intimidation d6

Pace: 6; Parry: 5; Toughness: 11

 

Special Abilities

  

Knights of the Coin

Knights of the Coin serve the Commonwealth of Heragal, extending its military and financial influence as directed by the Council of Five. The Knights lead the Council’s Standing Army in battle, and undertake dangerous missions and quests for the ruling council. They are loyal to the Commonwealth and the Council and seek glory through combat. A typical adventuring troop consists of a commander, two scouts, and eight lancers.

  

Attributes: Agility d10, Smarts d6, Spirit d10, Strength d8, Vigor d8

CHR: +2; Pace: 6; Parry: 9; Toughness:9 or 8 (3 or 2 Armor)

Skills: Fighting d10, Shooting d8, Riding d12, Intimidate d8, Guts d12, Notice d6, Persuasion d8

Edges: Fervor (Commanders), Level Headed, Block, Improved Sweep, Steady Hands (Scouts), Order of the Coin

Hindrances: Loyal (Commonwealth), Code of Honor (Order of the Coin Creed)

 

Special Abilities 

 

Typical Equipment

 

Trolls (Broken Hills)

Broken Hills Trolls are somewhat smarter than others of their kind and are better trained to warfare and single combat.

 

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12, Vigor d10

Pace: 6; Parry: 6; Toughness: 7

Skills: Fighting d8, Shooting d6, Tracking d6, Guts d6, Notice d6, Intimidation d8, Stealth d8

Edges: Combat Reflexes

Hindrances: Bloodthirsty

 

Special Abilities

Typical Equipment

 

 

Larvae of the Devastator

Though the Devastator does not reproduce in a natural way, she has created mutants by combining her own essence with that of the common fire salamander. The larvae are somewhat smaller than a salamander, but have multiple serpentine heads and similar fiery habitat. The Devastator’s larvae appear to be flaming and heavily-scaled serpents with four heads sprouting from serpentine necks. They are about the length of a human and can rise up to about 4’ on their strong tails.

 

Attributes: Agility d8, Smarts d4(A), Spirit d6, Strength d10, Vigor d10

Pace: 6; Parry: 6; Toughness: 9

Skills: Fighting d8, Guts d6, Intimidation d8, Notice d6

 

Special Abilities

 

 

Salamander

A salamander is a humanoid serpent creature that lives inside volcanoes, as well as the Elemental Plane of Fire. They fight with great iron tridents and offer no mercy to their opponents. They must remain near areas of intense heat, immersing themselves in lava and the like, on a daily basis. Otherwise, salamanders lose 1 Vigor per day after the first 48 hours.

 

Attributes: Agility d10, Smarts d6, Spirit d4, Strength d12, Vigor d8

Pace: 6; Parry: 8; Toughness: 8 (10 lower body);

Skills: Fighting d10, Throwing d8, Notice d6, Swimming d10, Climbing d10

 

Special Abilities

 

Typical Equipment

 

 

Mite

Mites are small, insect-like humanoids that infest the lairs of great beasts such as dragons, hydras, and the like. Natural scavengers, mites are able to squeeze into the smallest of crannies and can burrow through solid rock. Though they have vestigial wings, mites cannot fly.

  

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6

Skills: Fighting d8, Stealth d8, Climbing 10, Guts d6, Taunt d8, Notice d8, Throwing d6

Pace: 6; Parry: 6; Toughness: 6

SPECIAL ABILITIES

 

 

Bore Beetle

Bore beetles are heavy black beetles about the size of a big dog. Mites use them to help excavate their warrens, and the beetles can understand the mite language enough to take simple commands.

  

Attributes: Agility d6, Smarts d4(A), Spirit d6, Strength d8, Vigor d10

Skills: Fighting d8, Throwing d8

Pace: 8; Parry: 6; Toughness: 9

SPECIAL ABILITIES

 

 

Bore Beetle Swarm

Upon leaving the pupae state, bore beetles are about the size of a hand and tend to swarm together for protection (mostly from older bore beetles). A bore beetle swarm covers a Medium burst template, attacking everyone in that area with their acidic bites.

 

Attributes as per the Swarm in the Core Rules.

SPECIAL ABILITIES

 

 

Ariguun

The dark elves of Tysaan are called ariguun, which means "dark children." When the great betrayal of the Queen of Thorns occurred and the elven races divided, the ariguun sunk into hiding, living their lives in the lightless depths of the earth.

 

Ariguun Masks

Most male ariguun aspire to take up the mantle of Mask, who serve as the protectors of the female priesthood to the Spider Queen. Masks undergo intensive combat training and are kept on a short leash by their mistresses.

 

 

Attributes: Agility d10, Smarts d6, Spirit d8, Strength d10, Vigor d8

Pace: 6; Parry: 8; Toughness: 8 (2);

Skills: Fighting d10, Shooting d8, Guts d10, Throwing d8, Tracking d6

Edges: Combat Reflexes, Improved Block, Frenzy, Sweep

Hindrances: Outsider, Bad Eyes (daylight-level only), Code of Honor (Cabal) 

Special Abilities 

 

Typical Equipment

 

Ariguun Spiders

Ariguun Spiders serve their Queen as spies and assassins. All are male and are trained from a very early age, growing up in Spider clans.

Attributes: Agility d10, Smarts d8, Spirit d6, Strength d6, Vigor d8

Pace: 6; Parry: 8; Toughness: 8 (2);

Skills: Climb d6, Stealth d10, Shooting d10, Streetwise d8, Guts d8, Notice d8, Lockpicking d10, Fighting d8

Edges: Spy (+2 Streetwise and Stealth), Dodge, Improved Block, Quick

Hindrances: Outsider, Bad Eyes (daylight only), Code of Honor (Spider Queen)

Special Abilities 

Typical Equipment

  

Ariguun Cabal Witch

The Cabal are the true rulers of ariguun society. Exclusively female and powerful witches, the cabal lead the clans in the knife-fight that is ariguun politics. Those found beyond ariguun’s Dark Lands perform special missions for the Queen, enlisting powerful allies or turning enemies against each other.

 

Attributes: Agility d8, Smarts d12, Spirit d8, Strength d6, Vigor d10

Pace: 6; Parry: 8; Toughness: 8 (2);

Skills: Spellcasting d12, Knowledge (Arcana) d8, Shooting d8, Intimidate d8, Guts d8, Notice d8

Edges: Arcane Background, Improved Arcane Resistance

Hindrances: Outsider, Bad Eyes (daylight only), Code of Honor (Spider Queen) 

Special Abilities

Typical Equipment

 

 

Wild Cards

 

Kaviel Pratch

Kaviel is a devotee of the Devil Pez’Sprit, King of the Underworld and a minor deity. He leads a Bleakman raiding party and is a rather nasty, bloated fellow with stringy blonde hair. Kaviel wears a golden patch with the symbol of Pez’Sprit over his left eye worth 100 gp.

 

Attributes: Agility d8, Smarts d8, Spirit d10, Strength d8, Vigor d8

CHR: +2; Pace:6; Parry: 6; Toughness: 9 (11 vs. Ranged);

Skills: Faith d10, Guts d8, Shooting d8, Fighting d6, Healing d8, Persuasion d8, Intimidation d8, Riding d8, Streetwise d6, Stealth d8, Notice d8

Edges: Unholy Warrior, Arcane Background (Miracles), Steady Hands, Hold the Line, Charismatic, New Power, Power Points

Hindrances: One Eye, Vengeful

Powers (15): Curse (Unholy Darkness), Blast (Searing Cloud), Zombie (Corpses turned inside out)

 

Special Abilities

 

Typical Equipment

 

Irinz, the Troll Warleader

Irinz is a troll battle commander of some skill. Originally a scout in his clan’s army, Irinz trained in the magical arts with a troll priest of great power. He is wily, intelligent and tough as stone.

 

Attributes: Agility d10, Smarts d8, Spirit d8, Strength d12, Vigor d12

CHR: -2; Pace: 6; Parry: 7; Toughness: 12 (3)

Skills: Fighting d8, Shooting d8, Guts d10, Taunt d8, Notice d8, Tracking d10, Survival d8, Stealth d6, Faith d8

Edges: Woodsman, Arcane Background (Miracles), Command

Hindrances: Bloodthirsty, Mean

Special Abilities

 

Typical Equipment

 

 

Wicker Giant

The Wicker Giant is an animated construct created by the troll battle commander, Irinz. The creature is a 20’ tall humanoid giant constructed of bamboo and wooden slats.

 

Attributes: Agility d8, Smarts d4(A), Spirit d8, Strength d12+2, Vigor d12

Pace: 8; Parry: 7; Toughness: 13

Skills: Fighting d10, Notice d10, Intimidation d10

 

Special Abilities 

 

 

Bug King

It is unclear whether the bug king is an evolved mite, or some other species altogether. It is a fat humanoid insect that resembles a cross between a spider and an ant. It walks on four of its six legs, using the front two to manipulate tools, weapons and the like. The bug king is quite intelligent and can speak with other vermin.

 

 

Attributes: Agility d12, Smarts d6, Spirit d8, Strength d8, Vigor d12

Pace: 6; Parry: 6; Toughness: 11

Skills: Fighting d8, Notice d8, Persuasion d8, Intimidation d10, Stealth d8, Guts d6, Throwing d6, Climbing d12

 

 

Special Abilities

 

 

Backbiter

Backbiter is an immensely fat flying demon covered in foot-long chitin spines.

 

 

Attributes: Agility d8, Smarts d4, Spirit d6, Strength d12, Vigor d12

Pace: 6”; Parry: 7; Toughness: 10

Skills: Fighting d10, Guts d6, Notice d10, Intimidate d12

Special Abilities

 

Devastator

The Devastator is an Infernal hydra that was once the wizard Rael-Vin. Though little of the wizard’s personality remains, the Devastator retains some of Rael-Vin’s considerable magical power and serves at the leisure of the devil king, Pez’sprit. The Devastator wields considerable power, both magical and “natural.” As part of the transformation, the creature suffered damage to its eyes, though this does little to slow the thing down. 

 

Attributes: Agility d8, Smarts d8, Spirit d10, Strength d12+1, Vigor d12

Pace: 6; Parry: 7; Toughness: 19 (Heavy Armor);

Skills: Fighting d10, Guts d10, Intimidation d12, Notice d8, Spellcasting d8

Edges: Arcane Background (Magic), Improved First Strike, Power Surge, Combat Reflexes, New Power

Hindrances: Loyal, Bad Eyes

Powers (20 PP): Call of Pez’sprit (Puppet - Infernal chanting), Fire Step (Teleport - Disc of flame that is stepped through), Hellish Whirlwind (Whirlwind of Super Heated air – use rules for heat/fatigue, PP: 4 Duration: 3 (2/round)), Wings of Flame (Fly)

  

Special Abilities

 

Navigator

 

Trail of the Devastator

Act I: Footprint of the Devastator
Act II: On the Trail
Act III: Heart of Fire
Appendix I: Mooks and Villians
Appendix II: Spells and Powers
Appendix III: Magic and Treasure