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Month Index: August, 2007
From: Matt Hoffman <manta928@?????.com> Date: Fri, 10 Aug 2007 19:34:33 -0700 Subject: Re: Behind the Dark Fist - The Marauder
On the talk of "aquatic enforcers," here's an idea I just now cooked up that I might just throw into Behind the Dark Fist. Let me know what you think. ~~~~~~~~~~~~~~~~~~~~~~~~~ Vodoni Marauder Clime/Terrain: Any Land/Water Frequency: Rare Organization: Pack Activity Cycle: Any Diet: Carnivorous Intelligence: Average (8-10) Treasure: Nil Alignment: Chaotic Evil #Appearing: 2-8 Armor Class: 6 Movement: 9, Sw 18 Hit Dice: 5+2 THAC0: 15 #Attacks: 3/1 or 2/1 Damage: By weapon or 1d6/1d6/1d4 Special Attacks: Blood Rage, Kick, Underwater Agility Special Defenses: +1 or silver weapon to hit Magic Resistance: Nil Size: M (6' tall) Morale: Elite (14) XP Value: 950 The Marauder is a Vodoni troop design that has been officially "decommissioned," although several survivors of the culling of their kind exist throughout the Twelve Spheres region. They vaguely resemble the standard Vodoni Enforcer, being generally lupine in appearance save that their fur is more akin to that of a seal or sea lion. They also tend to be slightly fatter, having a layer of blubber surrounding their powerful musculature. They also possess a dorsal fin that juts up from their backs like that of a shark, and an extra set of limbs that sprout just under their humanoid arms on their flanks. These extra limbs are short seal-like flippers that help to provide maneuvering and momentum underwater, and they easy fold back against the Marauder's body when not in use or when the creature is on land. The Marauder's hands and feet are webbed and tipped with small, hook-like claws. Barely noticeable are a pair of gills just below the creature's jawline, which seal with a special membrane when the Marauder is on land (a similar membrane seals the Marauder's nostrils when it is underwater). Combat: The Marauder fights in a style similar to the land-based Enforcer. When initially deployed by the Vodoni, they were outfitted with tridents +1 and special suits of light-weight waterproofed chain that bore a light enchantment (AC 4). Whole generations have passed since the Marauder was decommissioned, and few possess the arms of their employed-soldier ancestors (only 10% of Marauders are so armed). Most Marauders encountered today will be armored with a mishmash of aquatic hides (AC 6) and equiped with either mundane spears or reliant on their natural attacks. Marauders lucky enough to possess a magical weapon will always use it in favor of their claws; those equipped with normal spears have a 75% chance at the beginning of any battle to revert to their natural weapons. A Marauder will have either three or two attacks in a round: three attacks if fighting with only claws and bite, but if attacking with a weapon it will always gain the use of a bite. If fighting underwater, the Marauder always gains an extra attack by making a two-legged kick to an enemy directly in front of him (2d6 damage). Due to their incredible agility in the water, they are able to dodge melee or missile attacks underwater. Against underwater missiles, a Marauder is able to dodge with a save vs. paralyzation with a +3 bonus. Against melee attacks, this save has only a +1 bonus. Like the common Enforcer, a Marauder is able to enter a Blood Rage with a failed Wisdom check whenever it tastes blood. When underwater, it becomes almost certain that a Marauder will enter a Blood Rage within the first few rounds of combat, since it can "smell" any blood spilled as far out as a mile distant. In game terms, at the beginning of every round of underwater combat following an injury that sheds blood into the water, all Marauders within 1 mile must check to see if they go berserk. Background: The Marauder was specially bred by Vulkaran for his conquest of Salzarspace. Once the Vodoni had breeched the dangerous sphere wall of the system, and overcome the natural magic-dead nature of the sphere by employing non-magical powered vessels to reach the world of Salzar, a force of marine troops were required to actually invade the planet. Existing Enforcer stock was taken and modified, the lycanthropy strain crossed with favorable traits of both Sea Wolves and Weresharks. For aesthetic reasons, most of the appearance traits of the Wereshark were repressed to maintain the uniform lupine visage of the Enforcers corps, though the evolution of the dorsal fin remained as it helped the creature maneuver underwater (and also distinguished them from the Enforcer regulars). Within two years, a force of Marauders hundreds of thousands strong was ready, and they descended in droves down to the surface of Salzar. More kept coming, but the losses were utterly devastating. The tens of thousands of Marauders slain in the Battle of Salzarspace, and the few support ships sent down to give them supporting fire, yielded only a single slain Salzarian. While Vulkaran and the Breeders were ready to fall back and consider Salzarspace their first military defeat, the Salzarians immediately surrendered. For such a long-lived and immortal race, the loss of even one of their huge, thousands-of-hitpoints-having members was almost incalculable to them. They immediately swore eternal fealty to Vulkaran, and pledged their support to the Empire. Though Vulkaran was pleased with the ultimate outcome, he deemed the Marauder project itself an utter waste of the Empire's time and resources. He disbanded them, and most of the existing stock was exterminated. Some remnants on Salzar were simply abandoned, while others managed to escape to the far corners of the Empire. The result is a breed of rogue, amphibian Enforcers that have lived in hiding for several generations. On Salzar, the Marauders have actually managed to survive quite well. They live in relative comfort and luxury because the Salzarians harbor an irrational fear of them -- after all, these droves of tiny creatures actually murdered a Salzarian!! Elsewhere in the Twelve Spheres, the Marauders do not live so well. They hide in wetlands or lake countries, generally away from civilized areas and certainly as far as they can get from pockets of civilization familiar with spelljamming.
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Month Index: August, 2007