Goblin Lands 2 Finale Part 1 Tribal Misson Week 25: The Unique Tribals of Refuge


#1

Each tribe has spent many weeks and in some cases two full years developing a unique tribe. Many have focused on having specialists who can do one thing really really well, and others have tried to have generalists who can handle a lot of different situations exceptionally well.
In some cases it has been about gaining special artificing abilities, or opening up specific skills. For others it has been about generating a great story.
Now they all get to create a Kit/Template for their standard tribals.

First you will write up your “wish list” which should be tied back to characterful items you tribe has collected over the many weeks. (No requesting annihilation or technomancy artifacts or other items your tribe hasn’t collected or hasn’t developed, Grey tech etc.). But you can add artifacts with standard (not combined) leyas abilities. If your tribe already developed artifacts that are combined Leyas artifacts you can use those (but only if you artificed them in threads/missions pre-week 25)

If you want to give specific skills start with a skill of 3 and add any upgrades given over the weeks (please list all upgrades earned separately from wish-list items)

Optional Special Limitations Rule: Use stats added given to original Kit in the Goblin Lands book, but please note if you select to use the original kit and add your skills earned as rewards to it, then your limited to only what was actually learned and rewards from missions. No wishlist powers, no wishlist skills, no wishlist Leyas abilities, but you can get much higher than starting skills if your rewards were significant during the many missions.

[b] Immutables Special Rules: For Urik’s Outcasts and Rhug’na’ru, you may create 2 different kits/templates. One for your tribal who fights on the ground, and one for your tribal who is part of a vehicle crew. Be encouraged to wish list Medium Tech weapons from the DR core book that you would like access to for each different loadout (infantry vs Vehicle crew)

Devotions special rules: Standard Tribals in Unit 817, in Krodnok, and in Kolgol automatically gain Devotion lvl 1 in their unique faiths.

This mission results will be used to create your standard tribals Listing for upcoming expansion.

If you attend Too Many Games Con in Philadelphia on June 28th and join the Time Shredders game, you can also use the Time Shred reward to gain access to Steampunk tech, Necrotech or other ancient or occult technologies from the past for your tribe and standard tribal.

Mission Rules
First player to post gets a repost when all other players have finished posting to the mission in response to all other actions.
All other players may only make 1 posting.
Other players may only act as if they have seen the action of the first player who posts.
All other actions are compressed together by the DR team with a focus on storyline, so do not worry about paradoxes between different action posts.
Not every aspect of every action will be shown. This is especially true of actions that exceed two paragraphs.

Open to all tribes

This mission ends on Friday 4th July at 8.PM. E.S.T.
Recommended that all players post before July 4th so you can enjoy the holiday!


#2

Going to use this as a WIP, as we don’t need to respond to people.

Wish list

Skill
Environmental Tech: This is the ability to use the resources around you in a sustainable way, including building cities and towns. when combined with survival skill of 4+ (And this 4+ you should be able to walk anywhere, stay there for a week and be able to design and build a city with the materials around you that will have little to no impact on the surrounding environment)

Leyas abilities
more shapeshift (rapi’og had lvl 3, only one in my tribe with it to be able to teach)
more light/shadow (bill has all elements @ lvl 3)

Use Mak’ab stats (This doesn’t matter if you allow me to do the skills modifier like I would like to)
str 7
agl 4
will 5
htl 6
int 3
chr 3

melee strike +2
tough as nails
rapid throw +1

Leyas rating 4 (adept)
temper 1
EC 3

So I have though about this, and my tribe has always been set up with leaders and groups. It doesn’t really matter what the base character is, they would fall into one of these jobs in gultor’uf

Uhryu
Leader - Mag 'ol (CURRENTLY NONE)
Hunter
Gatherer
Quartermaster
Adept
Warrior -> This will be the Gor’ab I have never used

Tradesmen -> special skilled characters that produce something (Currently has alchemist and Smith)

Each job inside gultor’uf would get modified skills to fit the job they are in.

for example

Uhryu:
Always Adept
Leyas Bonus
General 1 (for conversion) (max of 1 unless base kit has higher)
Healing +2 (max of 4)
Skills bonus
Medicine/Healing 4 (or +1 if above 4)

If someone took an ur mak that was under training as an Uhryu
he would get a bonus healing 2 and medicine/healing 4. The base kit has general 2 and is an adept so those bonuses wouldn’t count.

With that said.

Uhryu:
Always Adept
Leyas Bonus
General 1 (for conversion) (max of 1 unless base kit has higher)
Healing +2 (max of 4)
Skills bonus
Medicine/Healing 4 (or +1 if above 4)

Leader (Mag’ol bloodline)
Always Adept
Leyas Bonus
General 1
Shapeshift +1
Skill Bonus
Profession:Chieftain 4
Diplomacy 3

Hunter
Leyas Bonus
Earth +2
Shapeshift +1
Skill Bonus
Hunting/Tracking 4 (or +1 if above 4)
Stealth 4 (or +1 if above 4)

Gatherer
Leyas Bonus
Earth +1
Water +1
Skill Bonus
Herbalism 2 (or +1 if above 4)
Plant Lore 2 (not in core book but seems like it would exist)
Survivalism + 1

Quartermaster
WILL +1 (for increased patience)
EC +1 (for increased patience)
Leyas Bonus
Skill Bonus
Profession: Quartermaster 3

Adept
L.R. + 1
Always Adept
Leyas Bonus
Two elemental leyas +2
General 1 (if doesn’t have already)
Skill Bonus
Leyas Combat Ranged or Leyas combat melee 4 (or +1 if at 4 or above: choose 1)
Leyas mapping +1
Leyas Recognition +1

Warrior
Leyas Bonus
Skill Bonus
Hunting tracking +3
Hand to Hand +3
[Weapon of choice] +3

Tradesmen
These are unique craftsmen to the tribe. Hard to give skills for them.
Skill bonus
Profession:[Their Job] +3


#3

Ol’Lur standard tribal
Ol’Lur tribals are peaceful olgogs that dont approve of fighting, but are fully capable and not afraid to defend themselves (Feared by the Kolgul Militia / Terrifying Resistance / Tor’Lur, Giant Slayer ~ Tracking/Hunting --> 3/Hand to Hand/Leyas Combat Ranged/Melee --> 3).
They enjoy trading knowledge and goods and rely upon the Leyas to provide for what they need (LR --> 4/Int --> 4).
Since the beginning of Goblin Lands, Ol’Lur tribals have learned to domesticate native creatures (Domesticator of the Might Yadol ~ Animal Lore --> 3/Riding --> 5/Set Traps --> 3).
They believe in redemption and working together (Tla’loc’al Council Member ~ Survival --> 3) to achieve greater things and do not believe in genocide or oppression in any form.
They also try to help others that are in need whenever possible (Heroes of the Great Uf ~ Will --> 5).

Using Ur Tor stats as base

Original___Learned___Wish List
Str 4
Agi 4
Will 4--------------------> 5
Hlth 3
Int 3--------------------> 4
Cha 3

Leyas
LR 3 --------------------> 4
Water 1
Fire 1
Earth 1
Air 0 -------> Air 1
Healing 0---------------> Healing 1
General 1

Temper 2
EmC 3 -----------------> 4

Standard Ur Tor Armor

Skills
Survival 2 --------------> 3
Riding 3 ----------------> 5
Stealth 3
Set Traps 2 ------------> 3
Animal Lore 0 --> 3
Tracking/Hunting 0 ------> 3

Combat Skills
Polearms 4
Thrown Polearms 4
Hand to Hand 0 ---------> 3
Leyas Combat Ranged 0 --> 3
Leyas Combat Melee 0 --> 3

Weapons
Standard Ur Tor Krato bone thrusting spear

Krato Bone Throwing Javelins (x5)
–Artificed with Grow Spears (for area of effect attacks)

Other
Obsidian Ol’Lur rings of Protective Aura & Heal Internal Damage
Obsidian earring of Translate


#4

Thanks to all the Pirates, Kolgul Militia and Inquisitors converted to Horned Dogs during part 1 and 2, the Ka Gor tribe has a wide array of technology and weapons.
These are all combined in the Zh’ka Dol of the Army of the True Flame.

Start with a Horned Dog Olgog gained during the Intermission with F.S. 5, Adept, normal horned dog Leyas abilities

Zh’Ka Dol of the True Flame

Original___Learned___Wish List
Str 6
Agi 6
Will 2-------------------------> 3
Health 6 ----------------------> 5
Int 3
Cha 2---------------------------> 4

Leyas
Berzerker -Adept-
LR 3(4) --------------------> 4 (5)
-Water 4-
Fire 3
Air 3

Temper 5
EmC 1

Army of the True Flame Quall Bone Armor + Nightmare Hide (Protective Aura at 4 Successes, Leyas Sight at 4 successes, Obscure at 4 successes, Lavawalk at 4 successes)

Skills
Survival 6 ------------> 5
Fast Talk 4 --> Swimming 3
Religion 4
Weaponsmith 3-----> Ammosmith 3
Armorsmith 3
Springsmith 3---->Explosive Theory 3

Combat Skills
Hand to Hand 5
Springshot 5 ----------------> Rifles 5
Leyas Combat Melee 3 --> Polearms 5
Leyas Combat Ranged 5

Weapons
Pirate Blunderbuss (10x regular ammo, 10x gravedust ammo)

Rapidol Stick (25x Glass+Dung Ammo, 25x Leyas Crystal Ammo)

Snare Nets (x2)

Quall Bone Nnghai (x2)

Vehicle: Boneskipper

Special training
Horned Dog Devotion Lvl 2 (with Quall Larva)

Faith +1


#5

Mission rewards:
Or’Lur gains Leyas Rating of 2 for all Standard Or’Lur Tribals and may choose two elements at lvl 2 for them to have learned. (Fire and Light)

All Tribes involved in this mission gain We have Survived the Flamewinds! Their standard tribals gain +1 F.S and +1 L.R.
This is the wish list stats for:

Or’Lur Tribal
Strength 6
Agility 4
Will 4
Health 4
Intelligence 3
Charisma 3

Leyas
L.R. 3
Fire 3
Light 3
Troubador 1

Skills
Tracking/Hunting 3
Music 3
Stealth 3
Survival 3
Sleight of Hand 3

Combat
Bow 4
Polearm/Staff 4
Leyas Combat Ranged 4
Leyas Combat Melee 4
Hand to Hand 4

Armor
None

Weapons
Self crafted Bows (Made of wood or bone)
Kolak (Obsidian) tipped Arrows (x5)(Artificed Phoenix Strike)
Standard Arrows(x5)

Other
Obsidian Translate Earring


#6

The tribe of Auf Lal’al has been rich in knowledge of creating artifacts and relies on them. In the last year, they have made their way to the skies where many of the spend more time on a floating farm or in a flying vehicle than the ground below. They still maintain their presence on the ground as where else would you start to make flying ships or grow the crystals required. The goal of the tribe is to feed and protect those they can. By protecting the areas around their lands, their lands are safer. (aka UtR). This makes the tribe is made up of a disciplined fighting force mixed with Farmers hoping for a better world, and ready to do the work to make it happen. And a home for any wishing to help. While the base of the tribe is Tla’loc’al Olgogs, the tribe contains Olgogs from all over the goblin lands.

Major resources are artifacts, Water, and Food. Through Trade deals, Armorfiend hide armor/clothing is common after years of trade.

Standard Tribal of the Herd of Auf la’al
Description: The farmer and the warrior are one. Everyone must help in the feeding and defending of the tribe. First they are trained to farm, and through this how to use the Leyas. They learn how to manipulate the earth for crops, create Water, and purify Air. Then they are taught to fight and use the artifacts of the tribes. This includes flying the Skimmers and fighters and how to use the weapons and sensors. For the Fighters Light and shadow are added to this to allow them to generate the required leyas fields to defend against attacks.

Wish list:
Stats: Str 5, Agility 5, Will 5(6), Health 4, Int 3, Chr 3, Emotional Control 3, Temper 2
*** Not sure of Balance, Agility and Will are their 2 most important stats followed by health, int, str, and Chr.

Skills rewarded:
Pilot (Skimmer, Fighter): 5 (Reward)
Ship Operations Scanners 4 (Reward)
Leyas Ranged Combat: (Personnel and ship weapons) 4 (Reward at lvl 1)

Additional Skills wished
Professional Farmer: 5
Leyas Melee Combat: 5
Pistol: 5 (Don’t care to have this if LRC works for Phoenix strike Pistols or Magi Pistols.)
Polearm/Spear: 5 (Ur Tor skill)
Thrown Weapon: 5 (Ur Tor skill)
Bladed Weapons 5 (For fighting in small places)
Hand to Hand 5 (everyone should have some HtH, but especially for claws and wave motion fist gloves)

Survival: 5 (Ur Tor skill)
Stealth: 5 (Ur Tor skill)
Set Traps: 4 (Ur Tor skill)
Earther: 5 (Lalder either gives them an earring of translation, or teaches them earther.)
Crystal Tech: 3 (Tribe heavily uses Sylvan Crystals, so they must be tended as well.)
Leyas Tech: 3 (If there is not a leyas tech skill, their should be by the time I’m done :-p )
Steampunk tech: 3 ( From too many games)

Leyas:
LR 3, Adept
Light 2, Shadow 1, Air 3, Earth 3, Fire 1, Water 2, General 1, Shapeshifting 1
*** Note: Air 3 is to levitate back to the Air or prevent death by falling, Earth and Water are for farming. Shapeshifting is for reflexes while piloting, Rest are the base level for shields when piloting. Fire least important.

Special Training (My tribe uses ranged weapons of Ships and pistols):
Rapid Shot +1, Melee Strike +1

Equipment (Equipment made through Artificing thread (Though still need to build more Armors):
Farmer’s Kits (Artificed 96 that I didn’t give away. If too powerful, could restrict to farms)
Armor of Auf Lal’al (Or Armorfiend Vest with Life shield if Armor of Auf Lal’al too much)
Krato Bone Spear (Shieldbreaker 3 succ) with Ray of Sun Artificed stud. (weapon studs are exchangeable to need.)
2 Swordfiend bone Throwing blades.
Phoenix Strike Pistol (Artificed 60. Or Magi Pistol. Solder or Skull Crusher if can’t have Phoenix strike)
Wave Motion Fist gloves (Might not be able to have due to duel. Artificed 50 )
4 Healing potions, 4 rez potions.
Steamball Rifle (IF available)
Mission Rewards:
Leyas general rewards and Learning:
Initial Standard tribal was, LR 2, Water 2, then they got FS +1, +1 LR, +1 Earth, +1 Water from mission bonuses (End of GL 1,Flame winds).

I have also trained all tribesmen on Shadow lvl 1, and a majority on Light lvl 1. Additionally through the Learning section, all of my original 20 Tribals have Light 1, Shadow 2, Air, 2, Earth 2, Fire 2, Water 2, General 1.

Note that all Ur Tor in the tribe have been trained to have all elements at lvl 3. 6 Ut Tor have Summoning 3, Shapeshifting 1(3), and General 2.

Steam Tech reward from Too many games.

Skills rewards:
Entire tribe was rewarded with Leyas Ranged Combat at lvl 1. (Lalder plans to drill this with Lurtor’s help.)
Ship Operations Scanners 4
15 Tribesmen have Pilot at 5 from mission rewards with an additional 10 Aces below:

Ace Pilots (I have 5 pilots of each below skill):
Pilot Hover +5, Giant killer Striker Fighter Pilots (No AR vs Giants)
or
Add 2 Emotional Control and Pilot (Airship) 4, +2 Bonus to dodge when flying Lur Union fighters

Equipment Descriptions (Initial set was mission rewards, then made more):

Armor of Auf Lal’al
Helm with sensor enhancements: Animal Sight/Hearing/Smell, and bird sight.
Armorfiend vest with Ignore poison, Cat like Reflexes, Cobra Strike, and Increase Strength and Grow armor to strengthen the vest (at 2 successes)
Ring of Healing plus life shield: Cure Disease, Heal Wounds/Heal Internal Damage, and Life shield. (3 successes each)
Boots with Insect Leap. (removing fire leap)

Farmer’s kit
Wooden Ring of Tunneling, Change Earth (at 3 successes each)
Disease Dowsing Stick - Using Earth and Healing together to locate diseased plants (Locate and Healing Leyas together), and Speak with Plants to get how the plant feels.
Waterskin of Create Water, purify Water, Cure Disease (3 successes each)

Weapon Studs made:
Acid Strike Stud (limited)
Chill Bolt Stud
Lightning spear obsidian
Ray of the Sun Stud
solar essence Studs
Solar Blade


#7

Ka’Rhug Standard Tribal: Legionary

The base ground forces found in most of Ka’Rhug’s military and exploratory ventures, legionaries serve as a backbone to the army of Ka’Rhug. Living testaments to Ka’Rhug’s military tradition, they are well trained in shield and hand to hand combat, and are highly effective even while under heavy fire. Loyalty and honor are the top virtues of a legionary, and if these are called into question, a legionary faces exile, or even death. A commitment to these forces is for a lifetime, and even when one passes the fighting age, he or she is still called to serve in another way, ensuring that Ka’Rhug maintains healthy infrastructure. Only native born members of the tribe can become a fully fledged legionary, ensuring that the bloodline remains pure of foreign influences or corruption. Their intense devotion also allows them to handle well in circumstances that many lesser armies would fold under.

Wish List:

(Stats)

Strength: 6
Agility: 5
Will 4
Health 4
Intelligence 3
Charisma 3
Emotional Control 3
Temper 2
Faith 2 - (Provided from mission rewards)

(Combat)

Thrown Weapons-Pole arms: 5 (Ur’Tor Skill)
Pole arms: 5 (Ur’Tor Skill)
Edged Weapons: 5
Hand to Hand: 5

(Skills)

Survival: 5 (Ur Tor skill)
Stealth: 5 (Ur Tor skill)
Set Traps: 4 (Ur Tor skill)
Intimidation: 5

(Special Trainings)

Melee Strike +1
Rapid Throw +1 (Ur’Tor Skill)

(Armaments)

Obsidian Throwing Javelins (5)
Honed Obsidian Short Thrusting Spear
Meteoric Iron Sword or Fine Iron Sword (Both are possessed at 100 and 15)
Leather and Wood Shield

(Armor)

Bone and Leather Plate Mail
Bone Spike Helmet

(Leyas)

LR-4 (Adept)

Fire lvl 3 (Due to a plus 2 from mission rewards and intermission reward)
Water lvl 1
Earth lvl 1
Light lvl 2
General Lvl 1

(Faith driven leyas)

Lvl 1 Sign of Kalok (Touch Skill)


#8

Tor’Lallur Slimegog (Vampyr) Olgogs who were impressed by the fighting of Dar’ab, first Hunter of Filth (Vampyr) of Tor’Lallur. They have studied his style and covered themselves with refuse and caked themselves with mud. They channel the Pit through their fighting and feed off the sickness that their blows spread. Upon successful hand to hand strike enemy must make a Health Check (4) if failed they get a random illness from the Plague Vampyr illness chart, (The simple ones, not the really bad ones).

H.P. 15

STR:6
Agl:4
Will:3
Health:5
Intel:3
Char:1

Temper: 2
Emotional Control: 2

Attacks:
Melee: 2
Ranged: 1
Thrown: 1
Leyas: 1

Combat Skills:
Hand to Hand 4
Leyas Combat Ranged: 3
Thrown Weapons: 2
Leyas Combat Melee :2
Skills:
Survival: 3
Tracking/Hunting: 2
Religion Pit: 3
Monster Lore: 2
Intimidation: 3
A.R. Filth and Rags/ (Includes Olgog natural 2 v everything)
Melee: 3
Missile: 2
Energy: 2
Chill: 3

Leyas Rating 3 (Vampyr) (Was 2 but got +1 from mission reward)
Summoning: 3 (Was 2 but got +1 from mission to all Tribals)
Shadow: 2 (Got +1 from mission reward
General: 1
Earth: 1 (Mission Reward)

Weapons:
Filth covered Obsidian Hide Gauntlet
Filth toss: Able to throw handfuls of refuse that covers Fur. Opponent must make a Health Check (4) or get sick. (Due to faith has unlimited handfuls, there is no end to the filth)

Special Trainings
Faith 1
Melee Strike +1
Pit Punch! Strike spreads filth to enemy, must make health check (4) or get sick!


#9

Current Brezan tribals are not kitted. They started off FS 3 unconscious. Bullied by Ur Rhug. Lowest of the low. Considered “weak.”

Skills they’ve earned:
water 2, troub 2, LR 3, Shapeshift 1 (are conscious), fs4

Two additionally have Summon 1 and heal 1.
One is (Zlattan) LR4, water 2, troub 4, SS 1, FS 4

These days, while their strength does not rival the Ur Rhug, their utility in everyday society has. They are generalists, with many abilities. Some tend the farms, some clean the streets, some dedicate themselves to healing (and “Brezan Alchemy”). Some wish to become builders. They serve Urog and the gang, but they no longer wish to become Ur Rhug, the great fighters of the Gang and defenders of Brez. Under Urog, they are now valued, even if not “fighters”. While still encouraged to be strong, their strength is not in muscles… it has become in will. And their songs that fill the Brezan nights. Their poultices heal, and some of them may even employ healing Leyas. I envision that many young Brezans, instead of wishing to be Ur Rhug, would instead choose to be “tribals”.

There are no specific skills mentioned, but here’s a list of stuff that they may have learned, likely not higher than 3:
farming
herbalism
weapon-making (specifically from stone/hob’tor)
*singing
*animal lore - tending to horses, stalkers, ma’lie, rapi’ogs
*survival - Brez and dessert

(* - core skills for being a tribal)

Weapons they’ve employed - hob’tor axes and clubs (edged/blunt… can be an either or, not higher than 3)

Skills - None defined originally, but as above
Stats - none defined originally, but something like:
str 4 (weaker than Ur Rhug)
agi 4 (same as Ur Rhug)
h 3 (same as Ur Rhug)
will 4/5 (basing on higher likelihood of using Leyas daily and not falling into the patterns of strength and glory that permeate Brez)
int 3 (standard… they’re still Brezan)
char 4 (based on performance and the fact that they’re more likeable than Ur Rhug… doesn’t have the “pull” that an elder does, though, even though elders would have same charisma stat of 4)

Other thoughts/ideas, but only if it’s easy to manage:
Same general kit, 4 professions with “tweaks”:

  1. Farmer - may need additional Leyas, based on the technical aspects of creating/managing the farms but only has farming skill from the non-core skills
  2. Healers - may need Healing Leyas, but only has the healing/herbalism from the non-core skills
  3. Utility-gog - weapon making, may or may not have higher level troub than the rest, weapon-making skill from non-core skills
  4. Converted Ur Rhug - adept, shadow 3, core skills only + riding

Things my gang created:
lots of artifacts with summoning (hydra, chimera, sword-fiend, earth elemental growling, unicorns)
Hob’tor weapons
artifacts that change earth, tunnel materials, change water, night sight, catlike reflexes,
molotov cocktails
axes/clubs of chill bolt
slings of phoenix strike

Based on kit/profession, even if the kit doesn’t have a specific ability, i have enough adepts who could artifice stuff for that kit (i.e. healing or any elemental) More food for thought regarding “balance”.


#10

I really haven’t done much to change my tribals like everyone else has… I’m pretty much just ‘wishlist’-ing stuff…

Standard Tribals for Krodnok are, basically, as they are out of the G.L. book, except for the following changes, gained through mission rewards, or just because you said so…:

Devotion lvl 1 (when I finally get that figured out…)
Leyas Rating 4 instead of 3

The following aren’t mission rewards, so are just ‘wishlist stuff’…:

Remove Torturer skill.
Remove Riding skill.
Remove Hand to Hand skill.
Change both Polearms and Rifle skills from 5 to 7.
Change Stealth from 4 to 8.

Also, I’ll send you, seperately, sheets for Krodnok, Lotara, Valurk, and Naz’a’ez, and a few other characters, as those will be a little more extensive, and it’ll take time to put together everything i’d like for those characters…


#11

The Knights of the Redeemer slowly started to spread out into the land, working to slow or halt the spread of Demonic influences and protect the innocent.

Knight of the Redeemer-
Standard dead olgog (changes as per mission rewards or storyteller instructions)

stats as in GL book
except leyas ratting 6 (from mission rewards, total of +3 )

leays:
shadow 5

special trainings:
- tough as nails ( end of season 1)
- The Blessing of the Bladed Sun. ( They no longer take x2 dmg from Light attacks only the normal amount, they also no longer appear as undead to Leyas sight. Instead their form seems a suffusion of Leyas of their original Dead aura now wrapped in the aura of a kuliek.)
- Angel of the Redeemer unique benefit (as long as they are in combat defending the innocent or those weaker than themselves and in truly in need, they regenerate 2 H.P. Each combat rd. If dropped to 0 H.P. They will rise again to 2 H.P. Unless destroyed by acid, fire, plasma, liquid nitrogen, annihilation OR beheading/head obliterating shots.
- Love of Drewsport Expands. Whenever any member of the Dead Unit 817 set foot in Drewsport they regain 1 H.P. Each rd until they regain full HP. This will restore broken and severed limbs and all damage to 817 Dead.
- Shield of the Redeemer lvl 2
- Redeemer Devotion 1 ( as per mission post)

Equipment:
as per GL book plus-
- all unit 817 members have Slepnir mount

Skills:
as per gl book with following changes
- Sylvan tech level 3 (as per mission/ live game rewards)

Wish list:
would like to remove torturer skill and replace with necrotech ( as necrotech works as a first aid skill for Dead and allows use of Unit 817 vehicles and heavy support [ ghoulish yadol, deadwing, scarab stribers, etc] )

I believe that is all for the general troopers.
I will send separate file with stats for unique characters (Torlok’ab, Nameless Finality, Lok’or, Lok’reshad, and some of the Living members of the unit)


#12

I would use the base Yagogi tribal stat as the Ur Maks, not too overpowering like the the Mak’ab but a basic understanding of the nomadic ways of the tribe. As such the stat line would appear like this after rewards are added in.

Strength 4
Agility 4
Will 3+1 (4)
Health 3
Intelligence 4
Charisma 3

Temper 2
Emotional Control 3+1 (4)

LR3 +1 (4)
Summoning L2
General L1
+1 Elemental of Choice L1

Special Trainings learned
-Tough as Nails

  • +1 either Melee, Missile, or Thrown
    -1 of every 5 tribals has the Totem Abilities L1

add both Leyas Combat Melee/Ranged +2 to explain having some understanding and use of leyas
add Survival, Flamewinds +5
add Edged Weapon +1being that they are of the gor’ab tribe and they have understanding of the zela blades

Has access to the Summon Familiars, and the Olgogolem Pendant Armor
have stats for basically every member of the tribe with the exception of the 150 Ur Maks gained during intermission


#13

I was working all day yesterday and then went to the fireworks at night so wasn’t able to post on this thread. It isn’t locked so :stuck_out_tongue: Feel free to disregard if upset at me posting the next day :stuck_out_tongue:

A new Paladin for Grimaldus. Durandal’s Riders (F.S. 8 due to several mission rewards)- Durandal’s Riders are former Paladins who wish to distance themselves from the Church. Their faith has been shaken but not destroy, they now are more driven by their duty to protect their people and take revenge upon the Church. Their belief in God remains but they are trying to find a new direction without the Church. They have survived multiple battles that killed so many others and have taken the time to learn a bit more about the leyas and the other races of Refuge. They are the Elite of Lord Grimaldus’s forces, while low in number (currently at slightly less then 50) they are starting to expand their numbers with fresh recruits. As a new recruit of the Riders can you live up to their fierce example and show that you are truly worthy to join their legendary company?

Rider of Durandal

H.P. 12 (21)

Str: 6
Agil: 5
Will: 4
Health: 4
Intel: 3
Char: 4

Attacks
Melee: 2
Ranged: 2
Thrown: 1
Leyas: 1

Temper: 5
EmC: 2

Leyas Rating 3 (4) Conscious (was unconscious but brought up with mission rewards)
Light 2
Healing 2
Fire 1 (Wishlist)

Combat Skills
Edged Weapons: 6
Bow: 6
Polearms: 4
Leyas Combat melee: 3 (Wishlist)

Skills:
Medicine Healing: 4
Cooking: 2
Religion (Church of One) 2
Monster Lore: 3
Animal Lore: 4
Riding: 6

Advantages : Protectors of Hebron: Paladin Captain Durandal is the protector of Hebron, if close enough to the town a Rider of Durandal can call upon some town militia for aid in a non evil task. Also can receive supplies.

Special trainings:
Melee +1
Ranged+1
Faith +1
Devotion 1 (Church of One Paladin)
A.R. Plate Mail
Melee: 7
Missile:7
Energy:4
Chill:1 (11)

Weapons:
Composite Bow
Artificed Hand and a Half Sword
Holy Lance
Re purposed Holy Cross: This cross was formally the Zealot Symbol of the Paladins. However it has been re-purposed to represent the new direction of their faith. Lord Grimaldus has sworn to restore the Church to it’s humble beginnings as a guide and protector rather then a corrupt hate generator. (Grants Obscure, Life Shield, and Light Shield (3 Successes)