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Toni Sihvonen (order #92780) 62.142.248.1

Toni Sihvonen (order #92780) 62.142.248.1

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<strong>Toni</strong> <strong>Sihvonen</strong> (<strong>order</strong> <strong>#92780</strong>) 6<br />

Marshmen<br />

Marshmen are lightly-built folk with Pictish Statistics and<br />

Traits. They live in small matriarchal family groups of 1-6<br />

women and their communal husbands. Women rule the<br />

village under the senior matriarch, while men fish, hunt,<br />

raid, and defend the clan. Families live in round reed<br />

huts 12 yards across. the door is hidden below the water<br />

level and normally accessible only by swimming. While<br />

the Marshmen know how to make fire, they mostly eat<br />

raw fish, eels, and shoots, cooking stolen cattle or other<br />

game on dry islands away from the village so as not to<br />

draw attention to it. They have outlasted the Britons,<br />

the Romans, and the Saxons by becoming even more<br />

suspicious, secretive, and backward than the Picts.<br />

Marsh Poison: Marshmen use poisoned arrows when<br />

raiding or defending their families, but not when hunting.<br />

The poison is brewed from dung, nightshade, reptile<br />

venom, and other toxins by the family fiosaiche<br />

(shaman), usually a sister of the family matriarch. Marsh<br />

Poison can not be created or exported beyond the<br />

marsh whose Life Force helped create it. Its quality<br />

varies - roll 4d6 per dose to find potency. If a target<br />

suffers at least one point of damage from an envenomed<br />

arrow, pit its potency against the victim's CON.<br />

Marsh Spirits<br />

Like Pictish tribes, each Marshman clan gains heathen<br />

magic by following an animal-spirit. Marsh spirits are<br />

provided for gamemasters who use Beyond the Wall<br />

and who may want to develop detailed Marshmen as<br />

recurring characters (or extend their magic to the regular<br />

Picts). However, Marshmen and marsh magic are utterly<br />

mysterious to the Saxons, so the GM need not feel<br />

bound by these descriptions.<br />

Marshman<br />

SIZ 12 Move 3<br />

DEX 15 Damage 4D6<br />

STR 11 Hit Points 25<br />

CON 13 Armor none<br />

APP 8<br />

Attacks: Bow 12 Spear 8, Javelin 10, Dagger 7 Grapple 13<br />

Significant Traits: Cruel 15. Cowardly 12, Suspicious 18<br />

Significant Passions: Hate (Landsmen) 13<br />

Significant Skills: Awareness 13, Hunting 16, Swimming 17<br />

Marshwoman<br />

SIZ 10 Move 3<br />

DEX 15 Damage 3D6<br />

STR 10 Hit Points 25<br />

CON 15 Armor none<br />

APP 7<br />

Attacks: Dagger 9, Spear 5<br />

Significant Traits: Cruel 17. Suspicious 19<br />

Significant Passions: Hate (Landsmen) 17<br />

Significant Skills: Awareness 14, Hunting 15, Swimming 17<br />

Marsh Children<br />

SIZ 6 Move 2<br />

DEX 13 Damage 2D6<br />

STR 7 Hit Points 16<br />

CON 10 Armor none<br />

APP 7<br />

Attacks: Spear 3, Dagger 4, Grapple 10<br />

Significant Traits: Cruel 17, Suspicious 19<br />

Significant Passions: Hate (Landsmen) 14<br />

Significant Skills: Awareness 12, Hunting 15, Swimming 15<br />

Marshwoman Fiosaiche<br />

SIZ 11 Move 3<br />

DEX 16 Damage 3D6<br />

STR 9 Hit Points 25<br />

CON 15 Armor none<br />

APP 6<br />

Attacks: Dagger 6<br />

Significant Traits: Cruel 17. Suspicious 20; all religious traits<br />

at 16+<br />

Significant Passions: Hate (Landsmen) 17<br />

Significant Skills: Awareness 14, Faerie Lore 13, Geomantic<br />

Lore 16, Hunting 15, Industry 12, Orate 13, Religion<br />

(Heathen) 15, Swimming 17<br />

Magic: Blessing 9. Control Faerie Creature 13, Healing 15,<br />

Spiral Walking 12, Weather Control 12; The Fiosaiche has<br />

the Religious Bonus for her Spirit, as well as its Fiosaiche<br />

benefits.

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