Name: Rotten Human
Mortal Span: Fragile | Armor Save: Undefended
Strength: Average | Toughness: Average
Melee Skill: Proficient | Ranged Skill: null
Alacrity: Average | Enc. Limit: 0
Initiative: Sluggish | Mobility: Fleet-Footed
- - - - -
Melee Attack Rotten Hands
Damage: 1 | Extra Attacks: 0
Strength Mod: 0 | Armor Pierce: 0
Beastiary Entry: A common citizen, cursed by the Moon's unholy light. This particular individual is one of the least powerful of the cursed, and, despite their appearance, is not truly dead. Referred to as 'Rotten', this variety of cursed wished (and wishes) for nothing but to survive their sickness. The curse that grows within them fulfills this wish, sustaining their warped tissues even as it steals mind and eats away at the soul. The remnant left behind remembers nothing of who it was, retaining only pain and desire to survive that it itself no longer truly understands. Easily manipulated by the whispering light, these creatures frequently swarm around intruders into territories that have fallen to the moonlight. Individually weak and easily dispatched, they are seldom encountered alone and can overwhelm novice Hunters whose weaponry is too slow to combat their sheer numbers.
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Name: Rotten Hound Pack
Mortal Span: Fragile | Armor Save: Undefended
Strength: Weak | Toughness: Average
Melee Skill: Bladesman | Ranged Skill: Unskilled
Alacrity: Quick | Enc. Limit: 0
Initiative: Superhuman | Mobility: Sprinter
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Melee Attack Decayed tooth and claw
Damage: 1 | Extra Attacks: 0
Strength Mod: 0 | Armor Pierce: -1
Beastiary Entry: Though the Moon's disease has the fastest and most horrific progression in humans, the common dog is not exempt from transformation. Like many domestic animals, it is thankfully divorced enough from its killer instincts that it seldom undergoes metamorphosis into a fully fledged moonbeast - though Tyndalian Hounds and Unquiet Ones are terrifying exceptions - and frequently persists only as one of the rotten. Both sustained and degraded by the moon's curse, Rotten Hounds are easy to kill individually, but blindingly fast and capable of a savage flurry of decomposing tooth and claw. Despite their fierce demeanor, their atrophied bodies and decayed natural weapons frequently mean that armor of even middling degree can prevent many injuries.
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Name: Antiquarian Shotgun Cultist
Mortal Span: Fragile | Armor Save: Undefended
Strength: Strong | Toughness: Sickly
Melee Skill: Proficient | Ranged Skill: Proficient
Alacrity: Average | Enc. Limit: 0
Initiative: Slow | Mobility: Average
- - - - -
Gear
Name: Adrenaline Shot | Encumbrance: 1
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Melee Attack Cultist Dagger
Damage: 1 | Extra Attacks: 1
Strength Mod: 0 | Armor Pierce: -1
- - - - -
Ranged Attack Cultist Shotgun
Damage: 2
Base Attacks: 0 | Extra Attacks: 1d2
Ammo Per Attack: 1 | Ammo Carried: 3
Strength: 5 | Armor Pierce: -2
Range ACC ATK DMG AP- STR
0 0 0 0 0 0
1 -1 0 0 -1 -1
2 -2 0 0 -2 -2
Beastiary Entry: Appearing mostly whole, these moon-touched madmen owe themselves to the Antiquarian. While whatever version of the inoculation they've received has clearly destroyed their sanity and ravaged their bodies, they seem to be almost entirely spared the moon's curse. Stupid but not mindless, savage but not unthinking, these maddened cultists rarely attack alone and frequently supplement their brothers with a lethal spray of shotgun fire before joining the fray.
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Name: Antiquarian Cultist Swordsman
Mortal Span: Fragile | Armor Save: Undefended
Strength: Muscled | Toughness: Sickly
Melee Skill: Bladesman | Ranged Skill: Unskilled
Alacrity: Quick | Enc. Limit: 0
Initiative: Fast | Mobility: Average
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Melee Attack Cultist Sword
Damage: 1 | Extra Attacks: 0
Strength Mod: 1 | Armor Pierce: 1
Beastiary Entry: Strangely calm in their journey throughout the Mooncursed lands, these cultists appear to have received a strange and... partially effective variant of the inoculation given to Hunters. While they do not seem directly under the moon's sway, they speak seldom - communing instead through gestures and half-vocal intonations that make sense only to their maddened minds. Their bodies are riddled with bizarre mutations and perturbations of unnatural flesh, but it does not seem to help or hinder them. Deathly calm even in battle, they move as one, striking with long knives and uncanny silence at any interloper - mooncursed or otherwise - into the domain they protect.
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Name: Rotten Soldier
Mortal Span: Weak | Armor Save: Resistant
Strength: Strong | Toughness: Scarred
Melee Skill: Duelist | Ranged Skill: Unskilled
Alacrity: Average | Enc. Limit: 0
Initiative: Average | Mobility: Fleet-Footed
- - - - -
Melee Attack Corroded Blade
Damage: 1 | Extra Attacks: 0
Strength Mod: 1 | Armor Pierce: 0
- - - - -
Ranged Attack Rusted Pistol
Damage: 1
Base Attacks: 1 | Extra Attacks: 1d0
Ammo Per Attack: 1 | Ammo Carried: 3
Strength: 3 | Armor Pierce: 0
Range ACC ATK DMG AP- STR
0 0 0 0 0 0
1 0 0 0 0 0
2 0 0 0 0 0
4 -1 0 0 0 0
Beastiary Entry: While still one of the rotten, and thus far off in power from a true moonbeast, this individual represents a soldier or guard of the old empire. Well-trained when they lived, reflexive memories of weapons training and tactical placement still remain in their cursed madness, as does much of their old equipment. That said, the ill-maintained equipment and their own untrustworthy bodies make their accuracy with their sidearms almost negligible, and they rely primarily on volume of fire to deal any damage to distant targets. In melee, however, their armor and mindless strength serve them well, as the slight edge provided by their dimly-remembered training is often sufficient in allowing them to make effective use of their corroded blades. While not terribly dangerous alone, they, like most of the rotten, are very rarely encountered alone.
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Name: Grafted Carn Citizen
Mortal Span: Fragile | Armor Save: Basic
Strength: Muscled | Toughness: Tough
Melee Skill: Bladesman | Ranged Skill: Unskilled
Alacrity: Quick | Enc. Limit: 0
Initiative: Average | Mobility: Runner
- - - - -
Melee Attack Grafted Talons
Damage: 1 | Extra Attacks: 0
Strength Mod: 0 | Armor Pierce: 0
Beastiary Entry: This creature was, once, a citizen of Carn Feuerlyn. To be technical, it was once several citizens. Someone of great surgical skill, mechanical expertise, and consummate sadism has taken limbs and musculature from several individuals and stitched them into a single individual, augmenting them heavily along the way with what appear to be homemade mechanical components. Beneath the skin of this wretched creature lurk a number of wickedly crafted automaton components, implanted with no care for comfort and compatibility. No sane individual would have asked for this, and no reasonable necro-surgeon would have wasted so much material on such minor augmentations. Whoever did this did it for the fun of it, and very likely fully intended the process to inflict the constant agony indicated by this creature's stilted motions and tortured moans.
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Name: Lunacite Horror
Mortal Span: Fragile | Armor Save: Quick
Strength: Average | Toughness: Flimsy
Melee Skill: Unskilled | Ranged Skill: Marksman
Alacrity: Average | Enc. Limit: 0
Initiative: Average | Mobility: Quick
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Melee Attack Crystal Claws
Damage: 1 | Extra Attacks: 0
Strength Mod: 0 | Armor Pierce: 2
- - - - -
Ranged Attack crystal blast
Damage: 1
Base Attacks: 0 | Extra Attacks: 1d3
Ammo Per Attack: 1 | Ammo Carried: 8
Strength: 4 | Armor Pierce: 0
Range ACC ATK DMG AP- STR
0 0 0 0 1 0
1 0 0 0 0 0
2 0 0 0 0 0
3 0 -1 0 0 0
4 0 -1 0 0 0
5 -1 -1 0 0 0
Beastiary Entry: Difficult to classify, these abominations appear to be a hybrid form resulting from an infestation of living lunacite taking hold in one of the rotten. Prone to long periods of stillness, these creatures are completely motionless when at rest and resemble corpses that are covered from head to toe in Lunacite growths of varying sizes. When they move, they do so with an unnerving and jerky swiftness, frequently shattering some of their own external crystals on their first movements after a long period of torpor. While the awkward growths that pierce their bodies make them rather unfit melee combatants, despite the sharpness of their innate weapons, they possess the ability to propel short barrages of their crystal structure at targets within short range, and are fast enough on their feet to keep slower adversaries at a distance. Easily dispatched with a single solid blow, they're threatening when other creatures prevent easy engagement in melee.
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Name: Automated Legionnaire
Mortal Span: Fragile | Armor Save: Resistant
Strength: Weak | Toughness: Scarred
Melee Skill: Novice | Ranged Skill: Hunter
Alacrity: Average | Enc. Limit: 0
Initiative: Average | Mobility: Average
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Melee Attack Automated Legion Rifle
Damage: 1 | Extra Attacks: -2
Strength Mod: 2 | Armor Pierce: 1
- - - - -
Ranged Attack Automated Legion Rifle
Damage: 1
Base Attacks: 1 | Extra Attacks: 1d0
Ammo Per Attack: 1 | Ammo Carried: 8
Strength: 8 | Armor Pierce: 2
Range ACC ATK DMG AP- STR
1 -2 0 0 2 0
2 -2 0 0 1 0
3 -1 0 0 0 0
4 -1 0 0 0 0
5 0 0 0 0 0
6 0 0 0 0 0
7 0 0 0 0 0
8 0 0 0 0 -1
9 -1 0 0 0 -2
Beastiary Entry: One of the early models of automated legionnaire, from the first major inclusion of golemcraft infantry into the military, soldiers such as this were decommissioned from service in the military and refit as patrolling law-keepers in major cities. Spartan military regalia has been replaced with a more fanciful uniform, and its programming altered to detect minor infractions of the law and deliver reports back to mortal guardsmen. Its long rifle, a mass-produced weapon designed for battery fire at range, should have been refit as well to accept non-lethal electro-aetheric gel rounds - but someone has re-militarized the weapon to fire quite lethal bullets again. Oddly, someone has attached a coin purse to this unit as well, and several sticks of moldering jerky poke up from the jacket pocket.
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Name: Rotten Draft Beast
Mortal Span: Tough | Armor Save: Undefended
Strength: Olympian | Toughness: Trialed
Melee Skill: Bladesman | Ranged Skill: null
Alacrity: Average | Enc. Limit: 0
Initiative: Average | Mobility: Fleet-Footed
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Melee Attack Rotten Bulk
Damage: 1 | Extra Attacks: 0
Strength Mod: 0 | Armor Pierce: 1
Beastiary Entry: Despite being much less susceptible to the curse than their human counterparts, even simple beasts of burden have been corrupted by the Moon's cursed light. Domestic animals like most of the savage characteristics that create the most dangerous of moonbeasts, and frequently end up in a 'Rotten' state. Sick and corrupted, but sufficiently sustained by the curse's power that they are unable to die. Motivated primarily by maddened pain and influenced only slightly by moonlit whispers, these creatures are primarily a threat due to their size and unfeeling mass, rather than any kind of skill or innate weaponry. While tough, sustained beating from nearly anything will eventually tip this rather pathetic creatures over death's cusp.
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Name: Automated Warhound
Mortal Span: Average | Armor Save: Resistant
Strength: Strong | Toughness: Flimsy
Melee Skill: Duelist | Ranged Skill: Marksman
Alacrity: Quick | Enc. Limit: 0
Initiative: Sluggish | Mobility: Runner
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Gear
Name: Evasive Movement | Encumbrance: 0
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Melee Attack Augmented tooth and claw
Damage: 1 | Extra Attacks: 1
Strength Mod: 1 | Armor Pierce: 0
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Ranged Attack Automated Hound Tail
Damage: 1
Base Attacks: 1 | Extra Attacks: 1d2
Ammo Per Attack: 0 | Ammo Carried: 1
Strength: 5 | Armor Pierce: 2
Range ACC ATK DMG AP- STR
0 0 0 0 0 0
1 0 0 0 0 0
Beastiary Entry: The first war-automata to be trained on animals, the Automaton Hound goes far above and beyond its simpler automaton equine predecessors and incorporates two control crystals. The primary crystal, which controls the body of the hound, is relatively sophisticated. It allows the automated hound to navigate difficult terrain, follow simple commands much like the animals it emulates, and make split-second decisions in melee combat. The secondary core is much simpler and located in the hindquarters, little more than an IFF and an animal instinct, it solely controls the extensible tail of the hound and was trained off the motions of a Kanstazi desert scorpion. The combination of the two cores, good armor coverage, excellent speed and evasive movement, make the Automaton hound exceptionally lethal. However, its compact design places many fragile clockwork components in close proximity, and it relies entirely on its evasive movement and armor plating to avoid damage.
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Name: Exalted Carn Citizen
Mortal Span: Average | Armor Save: Resistant
Strength: Muscled | Toughness: Tough
Melee Skill: Duelist | Ranged Skill: Hunter
Alacrity: Quick | Enc. Limit: 0
Initiative: Average | Mobility: Runner
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Melee Attack Arcing Claws
Damage: 1 | Extra Attacks: 2
Strength Mod: 2 | Armor Pierce: 1
- - - - -
Ranged Attack Arcing implants
Damage: 0
Base Attacks: 0 | Extra Attacks: 1d5
Ammo Per Attack: 0 | Ammo Carried: 1
Strength: 5 | Armor Pierce: 1
Range ACC ATK DMG AP- STR
0 1 0 0 0 0
1 0 0 0 0 0
2 0 0 0 0 0
3 -1 0 0 0 0
4 -2 0 0 0 0
Beastiary Entry: A former citizen of Carn Feuerlyn, heavily augmented with strange biomechanical devices constructed from Aicha's alloy. Magnificent prongs of the golden metal rise from the creature's back, and arcs of electricity periodically jump from the prongs to nearby metallic or living objects. The lightning itself seems directed in some manner by the enhanced citizen, and it will directly seek out living creatures to stun with a barrage of bolts before tearing them apart with its taloned hands. Despite the massive tissue disruption caused by the implants, this creature moves with a fluid and malevolent purpose that contrasts starkly against the more crudely grafted citizens of Carn.
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Name: Blackfire Wraith
Mortal Span: Fragile | Armor Save: Undefended
Strength: Average | Toughness: Trialed
Melee Skill: Proficient | Ranged Skill: Proficient
Alacrity: Quick | Enc. Limit: 0
Initiative: Lightning Reflexes | Mobility: Runner
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Melee Attack Blackfire Thurible
Damage: 1 | Extra Attacks: 0
Strength Mod: 2 | Armor Pierce: 1
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Ranged Attack Blackfire Thurible
Damage: 1
Base Attacks: 2 | Extra Attacks: 1d0
Ammo Per Attack: 1 | Ammo Carried: 22
Strength: 4 | Armor Pierce: 0
Range ACC ATK DMG AP- STR
0 0 0 0 1 1
1 0 0 0 0 0
2 0 0 0 0 0
3 0 0 0 0 0
4 0 0 0 0 -1
5 -1 0 0 0 -1
Beastiary Entry: A legless hovering figure, their face covered in a metal mask, carrying a thurible from which thin streams of near-black fire writhe. A smokelike nimbus surrounds them, and the exact details of their form flicker and change like a drunkard retelling a half-remembered night terror. Clearly this being is a Wraith, a creature born from the spirit of dead mage, but the real question is who bound this creature to service. It frequently patrols alongside cultist groups, raining fire from a distance while its allies engage in melee.
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Name: Antiquarian Guardian
Mortal Span: Average | Armor Save: Inhuman
Strength: Olympian | Toughness: Hardened
Melee Skill: Elite | Ranged Skill: Proficient
Alacrity: Average | Enc. Limit: 0
Initiative: Fettered | Mobility: Torpid
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Melee Attack Guardian Sword
Damage: 1 | Extra Attacks: 0
Strength Mod: 2 | Armor Pierce: 2
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Ranged Attack Guardian Shield
Damage: 1
Base Attacks: 1 | Extra Attacks: 1d0
Ammo Per Attack: 0 | Ammo Carried: 1
Strength: 3 | Armor Pierce: -2
Range ACC ATK DMG AP- STR
0 0 0 0 0 0
Beastiary Entry: A silent guardian of the Lady Antiquarian, covered in ornate plate armor from before the era of firearms, and fighting with sword and shield. The coiled eel crest of the Antiquarian's house is plainly visible and beautifully picked out in azure and crimson lacquer, and were it not for the eery quiet with which the guardians move and the strange skull masks they bear, these would seem a fitting honor guard for a rich noble.
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Name: Antiquarian Cult Mage
Mortal Span: Average | Armor Save: Quick
Strength: Weak | Toughness: Tough
Melee Skill: Proficient | Ranged Skill: Hunter
Alacrity: Average | Enc. Limit: 0
Initiative: Average | Mobility: Quick
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Melee Attack Summoned Moonlight Blade
Damage: 1 | Extra Attacks: 2
Strength Mod: 3 | Armor Pierce: 2
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Ranged Attack Moonlight Seekers
Damage: 1
Base Attacks: 4 | Extra Attacks: 1d0
Ammo Per Attack: 1 | Ammo Carried: 50
Strength: 4 | Armor Pierce: 0
Range ACC ATK DMG AP- STR
1 0 0 0 0 0
2 0 0 0 0 0
3 0 0 0 0 0
4 -1 -1 0 0 0
5 -2 -2 0 0 0
Beastiary Entry: Masked and enshrouded by a thick mixture of armor and robes, what little is visible of this cultist flesh shows exactly how little truth there is to their apparent humanity. These individuals, despite being tactical and intelligent, appear to still be among the lowest of the Antiquarian's Servants, leading the patrols outside her demense or operating has minor guards within her manor. Still, either for their intelligence or their magical aptitude, they are permitted to bear the crest of the coiled eel that represents the Lady Antiquarian.
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Name: Antiquarian Cultist Abomination
Mortal Span: Adamantine | Armor Save: Basic
Strength: Olympian | Toughness: Trialed
Melee Skill: Proficient | Ranged Skill: Unskilled
Alacrity: Blurring | Enc. Limit: 0
Initiative: Average | Mobility: Average
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Gear
Name: Antiquarian Cultist Amulet | Encumbrance: 1
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Melee Attack Tentacles and Teeth
Damage: 1 | Extra Attacks: 2
Strength Mod: 0 | Armor Pierce: -1
Beastiary Entry: A Cultist of the Antiquarian, their body completely torn apart by lunar corruption but still somehow capable of following orders and working with the other cultists. Strangely docile under most circumstances, content to silently follow its more human brothers and sisters on their sinister errands, it transforms into a screaming and thrashing frenzy of disjointed limbs and raking, teeth-covered, tentacles.
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Name: Skittering Mass of Lunacite
Mortal Span: Hearty | Armor Save: Resistant
Strength: Muscled | Toughness: Trialed
Melee Skill: Elite | Ranged Skill: Proficient
Alacrity: Average | Enc. Limit: 0
Initiative: Sluggish | Mobility: Average
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Melee Attack Crystalline Forelimbs
Damage: 1 | Extra Attacks: 2
Strength Mod: 0 | Armor Pierce: 1
- - - - -
Ranged Attack spray of crystal shards
Damage: 1
Base Attacks: 0 | Extra Attacks: 1d6
Ammo Per Attack: 1 | Ammo Carried: 18
Strength: 4 | Armor Pierce: -1
Range ACC ATK DMG AP- STR
0 -2 0 0 0 0
1 0 0 0 0 -1
2 0 0 0 0 -2
3 0 0 0 -1 -2
Beastiary Entry: This creature is a stark departure from ordinary biology, and represents a notable divergence from the Lunar Corruption's normal path of twisting existing life. This being appears to be a form of consciousness that arises spontaneously from sufficiently large clusters of Lunacite crystals, tearing itself up from its morbid and glittering bed and exhibiting individual volition. Like most living creatures, its primary motivation appears to be to feed, which it attends to in uniquely grisly fashion. Lunacite has a well described tendency to grow in places of bloodshed that recieve direct moonlight, with the greatest psychic disturbances resulting in the richest beds of crystals. These skittering masses of lunacite seem well aware of this and will use forelimbs sculpted of jagged crystal to batter and weaken any unfortunate living prey, weakening them before picking their victim up and impaling it while still alive onto one of the jagged crystals on the creature's back. This grisly behavior, usually a presage to a long bask in the moonlight, in combination with their peculiar many-limbed physique has earned them the evocative moniker "Spider-Shrike".
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Name: Lunar Vessel: Corrupt
Mortal Span: Hearty | Armor Save: Resistant
Strength: Frail | Toughness: Scarred
Melee Skill: Unskilled | Ranged Skill: Hunter
Alacrity: null | Enc. Limit: 0
Initiative: Lightning | Mobility: Average
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Melee Attack Augmented Backhand
Damage: 1 | Extra Attacks: 0
Strength Mod: 0 | Armor Pierce: 0
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Ranged Attack Corrupt Energy Blasts
Damage: 1
Base Attacks: 3 | Extra Attacks: 1d3
Ammo Per Attack: 0 | Ammo Carried: 1
Strength: 5 | Armor Pierce: 1
Range ACC ATK DMG AP- STR
0 1 0 0 0 2
1 0 0 0 0 1
2 0 0 0 0 0
3 0 0 0 0 0
4 0 0 0 0 0
Beastiary Entry: This creature is clearly an advanced amalgamation of moonbeast flesh and clockwork cybernetic augmentation, but where one begins and the other ends is impossible to say. The moonflesh is dessicated and bloodless, pulled taught against the mechanical frame so sharply that its blue-white pallor almost causes it to resemble a strange metal of its own, while the machinery is bizarrely organic in its design with every hard edge masked in strangely bulbous contours and ephemeral veils of what can only be described as clothing. The golden facemask that tops the design is the most unsettling; a benevolent and deific mask out of which burns a hellish red light that incites the oldest and most primal fears of the ravaging flame that consumes land and home alike, born from the primeval wells of the deep earth and regurgitated seldom in streams of molten chaos against which logic and reason is of no avail.
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Name: Massive Mining Automaton
Mortal Span: Superhuman | Armor Save: Defended
Strength: Ogrish | Toughness: Hardened
Melee Skill: Duelist | Ranged Skill: Proficient
Alacrity: Average | Enc. Limit: 0
Initiative: Sluggish | Mobility: Sluggish
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Melee Attack Steam-powered mining drill
Damage: 3 | Extra Attacks: -2
Strength Mod: 0 | Armor Pierce: 3
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Ranged Attack Hurled Boulder
Damage: 2
Base Attacks: 1 | Extra Attacks: 1d0
Ammo Per Attack: 1 | Ammo Carried: 4
Strength: 8 | Armor Pierce: 4
Range ACC ATK DMG AP- STR
2 0 0 0 0 0
3 -1 0 0 0 0
4 -2 0 0 0 0
Beastiary Entry: A heavy mining machine built to search through the deepest depths of the Carn Feuerlyn mines alone, seeking along beacon paths laid by prospectors. Enormously tough, built to withstand and drill its way out of cave-ins, as well as excavate tunnels potentially filled to the brim with hostile fauna on its own, many of these relic machines became local mascots and icons of their local under-district. Despite their relative sophistication at mining, the basic machinery and control system of these massive machines is quite simple, though robust and heavily reinforced. Most of these machines were deactivated, rather than destroyed, by the light of the cursed moon due to their incredible simplicity and redundant cores, but something has clearly been reactivating them.
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Name: Governor Martyn, The Betrayer of Darremont
Mortal Span: Tough | Armor Save: Defended
Strength: Muscled | Toughness: Hardened
Melee Skill: Elite | Ranged Skill: Sharpshooter
Alacrity: Quick | Enc. Limit: 0
Initiative: Quick | Mobility: Sluggish
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Melee Attack Blade of Office
Damage: 2 | Extra Attacks: 0
Strength Mod: 1 | Armor Pierce: 1
- - - - -
Ranged Attack Moonlight Seekers
Damage: 1
Base Attacks: 0 | Extra Attacks: 1d4
Ammo Per Attack: 1 | Ammo Carried: 95
Strength: 6 | Armor Pierce: 0
Range ACC ATK DMG AP- STR
2 0 0 0 0 0
3 0 0 0 0 1
4 0 0 0 0 0
Beastiary Entry: Much beloved by his people, Governor Martyn Assais lived a life of, ultimately misguided, sacrifice. His youth was sacrificed as the knight champion of his father, earning scars for causes not his own. His first wife and best love was sacrificed due to a barren womb, cast aside for the need of heirs to continue a bloodline. His eldest sons were sacrificed to war, given up to lieges and distant battlefields. His daughters sacrificed to treaty and alliance
Despite this, he ever maintained a fair hand, reasoning always that the sacrifices he made were worth as much as the lives they protected. To give of oneself freely was, in his mind, the surest path to become whole. He governed justly, and Darremont's Bell flourished under his prudent hand, blossoming as it never had under his father's cruel care.
Under the Moon's curse he watched all that he protected turn inwards, as the night filled with screams, the gnashing of teeth, and worse besides. As survivors clustered together in cobbled shelters, all that he had sacrificed for seemed fit to fall apart. Everything he had done was rendered meaningless in the face of disaster at a scale beyond imagination. It was to this despair in Martyn that the Moon called and pulled, reflected light wheedling a deal. A favor. Martyn's willing strength, his final willing sacrifice, and it promised that the bulk of his people, far more than in any other city, would be spared.
Martyn sacrificed - and his people did not die. They persisted, as legions of the rotten, caught between life and death. Much can be said of the malevolence behind the Moon's curse, but it is as good as its word.
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