Created by: Chris Beadles <[c--e--d] at [CYBERPORT.NET]>

Chaos Beastmen

Identifier:  Animal, Mammalia, Homo Sapiens, Mutant
Habitat:  Woodlands and Hills, Temperate
Size:  1 x human size (6' T)
Number Appearing:  5-15 (2d6+3) War Party, 20-120 (20d6) Village
Modes & Rates of Movements:
     Walk:  85 yds/BT
     Trot:  170 yds/BT
     Run:  255 yds/BT
     Climb:  30 yds/BT
     Swim:  50 yds/BT
Initiative Modifiers:  Human standard
Outstanding K/S Areas/Sub-Areas & STEEP:  
     All have:
          Combat, Hand Weapons at  40-60  (4d6 + 36)
          Combat, Hand Weapons, Missile at  35-55  (4d6 + 31)
          Hunting/Tracking at  36-45  (1d10 + 35)
     Heka Users also have:
          Dweomercr‘ft, Elemental or Black, at  32-50  (2d10 +
30)
          Magick at Dweomercr‘ft STEEP
          Priestcr‘ft, Gloomy Darkness, at  33-60 (3d10 + 30)
          Religion at Priestcr‘ft STEEP
Joss Factors:  1d3
Dodging/Avoidance:  0, 16/23/20
Attractiveness:  1  (Nasty)
Invulnerabilities:  Nil
Susceptibilities:  Nil
Average Armor Protection:  0
Quirks:  Chaos Mutations (see commentary)

Attacks             BAC  Damage Type    Base Damage         Bonus
By weapons type          varies    by weapon type by weapon type 
     +5 (varies)*
* High STEEP damage bonuses added when applicable

Powers:  Nil

Statistical Detail:
Base Scheme (+/- d3, -2 M, +2 PM, -1 S)
M:  55         EL:  44        P:  85    WL:  63   CL:  76        
S:  60         EL:  48
MM:  25        MR:  30        PM:  50        PN:  35        SM: 
30        SP:  30
MMCap:  10     MRCap:  15     PMCap:  20     PNCap:  15     
SMCap:  12     SPCap:  12
MMPow: 7  MRPow:  7 PMPow:  17     PNPow:  10     SMPow:  8 
SPPow:  8
MMSpd:  8 MRSpd:  8 PMSpd:  13     PNSpd:  10     SMSpd:  10     
SPSpd:  10

Armor Scheme:
AreaPierceCutBluntFireChemic
alStunElectr
icalUltra0000000Super0000000Vital0000000Non0000000Averag
e0000000Commentary/Description:  Chaos Beastmen were once followers of
Garlath, but have been the victims of his fury.  The race
is shunned and outcast by all, but called to war when Gath-Golan
goes to battle.  Beastmen are primitive acting and slow to think. 
They still worship Garlath, hoping to gain his favor.  He rewards
them with strange mutations, a sign of his favor.  Some of these
mutations include extra arms, scales, rock hard skin, fire
breath, tentacles, and other strange appendages.  These are
whimsical gifts, and are just as often harmful as they are
helpful.  The greatest gift that a beastman can be granted is
assention to a Chaos Champion.
     Beastmen villages are little more than a variety of shacks
and lean-tos, constructed for protection from the elements.  They
hunt and fight, and do little more.  Chieftain is a position
gained by strength.  Shamans and witch doctors are not unheard
of.  They tend to be former clerics and wizards, and generally
have much higher Mental and Spiritual Traits.
     In appearance, beastmen look like a cross between a goat and
a human.  Their knees bend backwards and their legs end in
hooves.  They have shaggy fur, and generally have horns.