Bandit
Bandits are found on the outskirts of many communities, preying on them like a wolf would prey on a herd. Some are there by choice; many more are outlaws and unable to return to their homes without severe repercussions.
Homelands: All.
Occupational Skills: Intimidate +10%, Hide +30%, First Aid +10%, Primary Weapon (pick a cultural weapon) +30%, Lore (Animal or Plant) +10%, Secondary Weapon (pick another cultural weapon) +10%, Survival +30%, Shield (pick type) +10%, Track +10%.
Standard of Living: Destitute.
Base Income: None.
Cults: Babeester Gor, Black Fang, Eurmal, Maran Gor, Odayla, Orlanth, Seven Mothers, Storm Bull.
Favored Passions: Love (family), Loyalty (band), or Hate (authority).
Ransom: None.
Equipment: Cultural weapons, leather skirt (1 pt. protection), heavy leather cuirass (2 pts. protection), sleeping roll, booty worth 1D100 L.
Homelands: All.
Occupational Skills: Intimidate +10%, Hide +30%, First Aid +10%, Primary Weapon (pick a cultural weapon) +30%, Lore (Animal or Plant) +10%, Secondary Weapon (pick another cultural weapon) +10%, Survival +30%, Shield (pick type) +10%, Track +10%.
Standard of Living: Destitute.
Base Income: None.
Cults: Babeester Gor, Black Fang, Eurmal, Maran Gor, Odayla, Orlanth, Seven Mothers, Storm Bull.
Favored Passions: Love (family), Loyalty (band), or Hate (authority).
Ransom: None.
Equipment: Cultural weapons, leather skirt (1 pt. protection), heavy leather cuirass (2 pts. protection), sleeping roll, booty worth 1D100 L.
Type
Illicit
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