Greater Wildling
CHARACTERISTICS ATTRIBUTES COMBAT SKILLS
STR 14 Hit Points 15 Close 47%
CON 14 Major Wound 8 Ranged 23%
DEX 8 Damage Mod. 1d4 Unarmed 42%
SIZ 15 Magic Pts. 11 RESISTANCES
INT 10 Movement 14m Dodge 28%
POW 11 Armour Worn Leather Persistence 41%
CHA 11 Armour Points 2 Resilience 45%
PRACTICAL SKILLS KNOWLEDGE SKILLS MAGIC SKILLS
Athletics 47% Culture (own) 40% Innate 33%
Deception 33% Language (own) 60% Sorcery 10%
Perception 36% Nature Lore 40%
Riding 39%
Weapon Type Damage Range Size
Shortspear set/flex/range(thrown) 1d6 (+1d4) 28m Medium
Sling 1H 1d6 50m N/A

Berserker Fury

As a standard action a wildling may attempt to enter a 'berserk' state so long as he is not already fatigued. The chance of success is POWx3, and the effect lasts 10 minutes or the remainder of the combat (whichever is shortest) - at the end of which he immediately becomes fatigued. In the berserk state he is so overcome with bloodlust that he automatically succeeds any Resilience test, and doubles the percentage of his Close Combat skills. However he may not parry, dodge, or cast spells while in this state.

Copyright © Kristian Richards 2012