Wednesday, June 1, 2016

How These Tribesfolk are Different

Tribesfolk: 4d20 total, 2d10+5 fight-capable folks. They have d8 hp, d6 damage (spears and shortbows), 12 AC (elaborate stone-and-string jewelry/clothing/armor).

But these guys also

  1. Use poisoned arrows (DC 14 Fort Save or 1d6+1 Agility damage, unconscious at 0 Agility).
  2. Don't feel pain (x2 hp).
  3. Beserk! At 0hp, 50% chance the warrior actually has 1hp.
  4. Have d4+1 laser rifles (2d6 damage, 4 shots).
  5. Have a flying disk (25' wide, 50' MV, can lift half a ton). Archers on it have 50% cover.
  6. Have d4 trained triceratops mounts (30hp, d12 damage gore with horns, charge to double damage, 40' MV, +4 to hit, 14 AC).
  7. Are actually an android hivemind (one tribesman will suss out PCs intentions, can be remade if her head makes it out intact, tribesfolk in constant communication with each other, typically surprise attack PCs).
  8. Are ghosts, bound to keep a demon captive via blood sacrifice. Nonmagical physical attacks are not going to work, look up ghosts in DCC to see what these guys can do to hurt the PCs.

My Frozen in Time PCs are now stuck in a jungle, and will probably encounter other humans or human-ish folks in said jungle. Whoever they wind up close to could be very helpful allies, or, you know, terrible foes.

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