5.02.2022

The Gentle Breeze - Basti Assassin

The Basti assassin known only as 'the Gentle Breeze' is an affiliate of the widespread criminal organization the Empty Palm. For a small portion of his fees from any assassinations he performs, the Empty Palm will provide him with protection from local authorities if needed.

                           MV   WND   #ATT   ATT   DEF   MIS   ARC   DISC 
Gentle Breeze    6        14        2          5        5         7       4         6
Equipment- Bow, light Armor

Stealthy Hunter within 1" of terrain the Gentle Breeze uses cover to his advantage and any MIS attacks get a +1 to their target number 

Crack Shot the normal range bands for a bow are extended for the Gentle Breeze (13"/23"/33")

Hoethet VII the Drunken Swordmaster - Tethru Wanderer

One of the greatest Swordmasters of Aegyptian history was the learned Tethru Hoethet. In the time of Ra's rule, Hoethet traveled throughout the land documenting all forms of combat with swords and other long-bladed weapons. Hoethet opened several schools focused on teaching the art of the sword. Many tales of Hoethet's wisdom and skill with a blade survive to this day. Then there is his descendant, Hoethet VII, known as the Drunken Swordmaster. 

Though many of the Swordmaster's schools still exist and produce skilled warriors, the Drunken Swordmaster has nothing to do with those organizations. Hoethet VII's specific origin is unclear but there are hints of a tragedy at a school he ran. Speculation about an attack and a fire that led to the deaths of most if not all of the students is widely considered to be the truth. 

Whatever the reasons, Hoethet VII fell into a life of near constant drunkeness as he wanders the land in search of something. What he's searching for is a mystery seemingly even to him. From time to time the Drunken Swordmaster becomes involved in violent situations with criminal elements. He has taken a liking to the Basti rogue Blackclaw and occasionally takes part in adventures with Tebbi and Blackclaw. 

                   MV   WND   #ATT   ATT   DEF   MIS   ARC   DISC 
Hoethet     D6       23          2      9/8     8/9       4       8         5   
Equipment- Double-handed Sword, Medium  Armor
Drunken Staggering Hoethet's movement each turn is determined by a d6 roll and he can then move up to that number of inches. If he is given a Fast Advance order he rolls 2d6 and the total is his maximum movement for the turn. 

Missile Immunity Due to his drunken staggering and erratic movements!, Hoethet is much harder to hit with missile fire. All ranged attacks on Hoethet receive a -2 modifier.

Sobering Up at the end of turn 3 Hoethet may begin to sober  up and lose his enhanced ATT  but will enhance his DEF. Roll a DISC Save and if successful Hoethet's ATT and DEF change to the second number to represent his more sober state. Each turn that the DISC Save fails subtract 1 from the roll (this should accumulate each turn so that the roll on Turn 5 would be -2 and Turn 6 would be -3, etc.)  Although Hoethet will sober up some he will still be somewhat intoxicated. By the start of the next battle Hoethet will be fully intoxicated. 


4.27.2022

"The Dark Night" - Vigilante of Pharos

The bustling port city of Pharos is the richest place in Aegyptus. With the flow of goods in and out of the city comes the opportunity for criminal activity to thrive in the shadows. Pharos is the home to the largest criminal organization in the land, the Empty Palm, among other smaller groups. 

Criminal activity is rampant throughout the city and one Asar has become a ray of hope for citizens toiling under this oppression. Known as the "Dark Night" or the "Living Shadow" this masked warrior strikes at those who have engaged in the abuses of the innocent people of Pharos.


                      MV   WND   #ATT   ATT   DEF   MIS   ARC   DISC 
Dark Night    5         18         2         6       6         5       6          8
Equipment- sling, mancleaver, light armor

•Shadow Stepping within 3" of a terrain feature may make an ARC test to step through shadows to a terrain feature up to 13" away once per turn 

•Smoke Bombs twice per battle may use Cast a Spell order to drop a smoke bomb that gives a -1 to ATT and MIS through the smoke. The cloud is 3" diameter circle placed up to 4" from the Dark Night. Each turn after deployed roll D10, on an odd number the smoke dissipates 

•Mancleaver does D10 wounds but a roll of 10 beheads the opponent if they have a head