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IMonster s L A N D

An Adventure Setting For RuneQuest 6th Edition

RuneQuest is a trademark of Issaries Inc. Used under License by The Design Mechanism. All rights reserved. This edi- tion of Monster Island is copyright © 2013. This book may not be reproduced in whole or in part by any means without permission from The Design Mechanism, except as quoted for purposes of illustration, discussion and game play. Reproduction of the material in this book for the purposes of personal or corporate profit, by photographic, electronic, or other methods of retrieval is strictly prohibited.

For details of the RuneQuest Gateway license, please contact The Design Mechanism ([email protected]). abcdefghijklmnopqrstuvwxyz12345678 Contents 87654321zyxwvutsrqponmlkjihgfedcba

Map of Monster Island 4

Introduction 5

1. The Island 8

2. History and Cultures 17

3. Settlements 42

4. Places of Interest 65

5. Campaigns 113

6. Magic 116 7. Items and Substances 165 8. Flora and Fauna 188 Appendices 282 Index 292 Monster Island  Contents

4  Monster Island e chapter 1: The Island

The Plateau feline carnivores also hunt here, but seasonally migrate to and from the cloud forest regions. With little biomass and Formed from the roughly level bottom of the Rangi few animals to feed upon, insect life is much reduced from Caldera, this region is a wide open plain of thorny, scrub- that in other areas of the island. A few species of harmless like vegetation encircled by a towering wall of mountains. ants mine out subterranean nests, which can be dug up by Named the Puna Plateau, the caldera wall is open to the those who know of the sweet nectar they collect. Moths south-west where the crater rim long ago collapsed into the also proliferate, hatching and dying in sequence with the Tane Caldera, leaving a sheer cliff face dropping down into lunar cycle. the cloud forest below. Dry and cold, the atmosphere of the plateau has led to it being populated by vegetation completely different to the High Mountains Monster Island has two chains of mountains carved jungles of the island’s lower elevations. Most of the mois- from the rims of the Tane and Rangi Calderas. ture comes from the night-time frost. Few of the plants The longer Tane range varies in height, from 1,500 grow above waist height, save for a small area bordering metres near where the crater drops into the ocean, up to the plateau’s single lake. Almost all of the scrub is either 3,250 metres in the centre of the isle. As such most of the tough grasses, cacti of various prickly types or spiny shrubs Tane Mountains are covered with cloud forest, thinning at with small waxy leaves to prevent evaporation. their sharp crests where tropical storms scour the summits. Lack of water forces the plants to grow in patchy clumps Conversely the Rangi Mountains reach over 5,000 interspersed by basalt stones and bare areas of gritty soil, metres, their white-tipped peaks dominating the entire making the entire plateau look somewhat like a blasted des- island. Due to some inexplicable feature of their volcanic ert. The plain isn’t truly flat, possessing small undulations, upthrust and erosion, the sides of the worn crater rim are winkles and shallow gullies from where the ancient caldera precipitous, sloping between 60-80o and granting them a buckled from the forces of its creation. These have been stunning majesty. They literally loom threateningly over weathered by wind or frost, providing much of the coarse the land. sand that makes up the barren soil. Nearer the mountain- Between 3,000 and 4,500 metres the slopes possess ous rim are scattered larger rocks, boulders which have diminishing amounts of plant life, mostly isolated patches obviously fallen from its steep walls. of scrub, grass and hardy alpine flowers. Above this is the The climate of the Puna is an odd combination of fluctu- snowline where flora can no longer survive. That said, most ating temperature, aridity and cutting winds. At night the of the mountain slopes are exposed crags of basalt, the veg- region is cold, often dropping to near freezing. Shielded by etation clinging to ledges or sheltered crevasses. high peaks, most of the plateau receives no direct sunlight Few animals inhabit the higher slopes, only small climb- until mid morning, so this chillness perseveres long after ing rodents which can reach isolated plants and the occa- dawn. The thin air however, blocks little of the sun’s warmth, sional exotic life form that comes through the gates. Large so once illuminated the plain soon heats up, becoming an predatory birds and some flying beasts use this region to oven. As the sun descends towards dusk, its gradually red- nest, protected by the isolation and difficulty of scaling dening light continues to illuminate the mountains for a the peaks. However they must descend to lower altitudes short while even after it has set. The baking warmth how- to gather food, the mountains being comparatively sterile ever soon disperses and the temperature plummets. despite their considerable surface area. These wildly swinging temperatures cause havoc with The high altitude makes these elevations particularly the air flow over the island, sometimes causing strong cold. Even direct sunlight barely brings the tempera- winds to circulate within the caldera. Unfortunately these ture above freezing and at night it drops well below 0o C. can pick up a lot of the rough soil, turning breezes into pain- Damp air which reaches this height generally deposits its fully abrasive gusts that drive grit into eyes and clothes. In last remnants of moisture as hoar frost or very fine pow- the dry season, particularly hot days combined with just der snow. Above the snow line this has accumulated over the right prevailing winds can give rise to small twisters, centuries to form several small glaciers that descend the which pose a threat to the indigenous fauna. mountain slopes to near the plateau where they eventually Most of the plateau is lightly grazed by small to medium melt, forming the source of minor streams. These minor sized herbivores that in turn are preyed upon by avian pred- ators inhabiting the surrounding mountains. Some modest e 15 e Monster Island e chapter 2: History & Cultures

Within High Folk society status is used to ask for or demand a favour, depending on the respective status of the personage petitioned. In such situations the status value is treated as a skill and rolled against with a d100. The skill check can suffer increased difficulty grades for requests out of proportion to the rank of the petitioner, or those that might place the superior in some danger, whether politically or physically. In cases where the peti- tioned personage does not wish to fulfil the request, they may oppose with their own status. Such requests are normally formalised with flowery, polite language – in effect an eloquent oration present- ing the reasons why the request should be granted, or in the case of refusals, an explanatory list of well founded excuses. Gifts of suitable worth can sometimes negate a level or two of skill penalty, but cannot raise the chance above the base status value. Thus it might be perfectly reasonable for a sorcerer of high status to request that one of its accompanying body- guards, say a low ranking member of the Brotherhood of the Fang, to cast itself into the path of a ravening tyran- nosaur; whilst the sorcerer and the rest of its party escape with the dinosaur’s egg. It would be a very polite demand, but unless the bodyguard successfully opposed the sor- cerer’s roll with its own status check, they would have to perform the duty. Conversely if the bodyguard requested personal retinue. In turn brotherhood members dominate a boon from the sorcerer, say the loan of an ensorcelled their own underlings, based upon their rank. weapon to slay a rival in an opposing brotherhood, its sta- tus check would be Hard or Formidable to reflect the dan- For sorcerers status is calculated by the following. ger of losing the artefact or the deed being traced back to the sorcerer. ҉҉Each sorcerous rank +15 Since High Folk society focuses on brotherhood mem- ҉҉Each brotherhood brought under their sole control bership and utilises anonymous breeding practices, there +5 is no real way of determining close family connections. ҉҉Each sorcery spell known +1 Each of the Mysterious Cities of Gold has a population ҉҉Surviving a pilgrimage across the island and return- of between two and three thousand adults, a third again ing with a great treasure +5 are young of various ages and a further fifth are enslaved Savages. For breeders status is dependent on different concepts: All the High Folk speak the High Tongue as their native language, but only the sorcerer caste are permitted to learn ҉҉Each brotherhood rank +10 the arts of reading and writing. In addition, some are skilled ҉҉Each brotherhood member under their direct control in the Low Tongue also; generally those who venture from +1 their cities as diplomats, spies or scouts. ҉҉One tenth of the highest value brotherhood-specific skill L aw ҉҉Discovering a new technique or method pertinent to The High Folk legal system is somewhat alien, in that it the brotherhood +5 comprises only of three criminal acts: treachery, sedition and treason. Treachery is a crime performed for personal

e 32 e Monster Island j chapter 3: Settlements

the precipitous slope, unsurprising considering the num- Port Grimsand – ber of minor quakes the island suffers. Thus the majority of the buildings are small crafter’s shops of various types, Human Colony incorporating swinging jigs with which they raise or lower goods to the wharfs below. The third and most heavily populated quarter lies at the top of the cliff. Inside its hastily erected walls space is at a premium, two and three story buildings packed tightly together so that only narrow, winding alleyways pass between them. It is here that the best housing stands along with several taverns, merchants of fine goods, a healing hostel, moneylender, and the governor’s villa. Almost everything in the two upper precincts has been constructed from the oddly-shaped irregular stones exca- vated from the surrounding ruins. Unlike the thick thatch- ing used by the native savages, roofs have been tiled with shingles of tree bark; a less satisfactory stopgap until the governor figures out a method of producing glazed pottery tiles. Due to these overhanging eves and narrowness of the passageways, almost all of the alleys within the settlement are airless, brooding places not helped by the menacing shrines scattered about, built into niches in the walls. Even during the day, some passages are illuminated with lan- Grimsand, or more properly Port Grimsand, is the offi- terns or guttering torches – not as a deterrent to thievery, cial name of the human colony becoming established on although some of that still happens, but because of the tor- the island. It has a myriad of other names amongst the set- rential downpours which can darken the skies with their tlers and adventurers alike, such as Lizard Point, Sheercliff, looming black clouds. or Greystone’s Bluff – the last being a quip directly refer- So far the colony of Grimsand numbers a little over 500 encing the governor in charge of the colonial expedition. permanent individuals squeezed into an area no more than Built within the ruins of once great Kapala, the colony 100m across, its numbers briefly swelling with each new takes advantage of the overgrown city, robbing it of pre- trade ship which docks. These are the hardiest of the origi- cut stone and utilising its formidable reputation. Since its nal settlers, those that have yet to waste away from tropical establishment, Grimsand has developed into a small, but disease, die in an excavation accident, or simply vanish into well fortified settlement divided into three parts. the ominous jungle beyond the city ruins. Of the inhabit- The lowest quarter encompasses the wharfs and single ants only a handful are children, the dangers of the island pier located at the bottom of the cliff. It includes modest putting off most families from settling there. warehouses owned by various mercantile concerns, some fishermen’s shacks, a tavern catering to sailors and the Points and Places lower guardhouse. Due to the narrowness of the beach, this section of the colony is constructed on stilts, spreading out Beach and Lower Quarter from the rocky face. At the foot of the impressively high cliff is a jumble of The second quarter covers the sinuous path climbing up huge rocks, remnants of a previous collapse, within which a the cliff. Because of its precipitous nature, building places short sheltered strand has formed. The sand of the beach is are limited to where the track widens or makes a switch- a ubiquitous black, formed from the grinding up of ancient back. Most of the cliff-face structures are built of wood, yet lava. Although it is inconvenient to scale the cliff, this is despite their fairly substantial construction and spectacular one of the few places which has a sheltered mooring for views, few people are willing to risk their lives residing on ships and where boats can safely land on the island.

j 57 j Monster Island j chapter 4: Places of Interest

dry biography save for the usual warnings against desecra- looted crypt. Such impressions are merely a ruse however, tion, supposing that explorers can actually read the text. the real burial chamber lying elsewhere. The only object of note is the offering bowl, which still The following locations are laid out in a sequential line, has some scraps of blackened bone and flower petals scat- each room or corridor leading to the next in turn. The walls tered around its rim. Placing an object within the basin are made of irregular cyclopean stones shaped to fit per- causes the flame to grow dramatically into a towering pil- fectly together, yet the engineering itself is crude, relying lar of emerald fire reaching up to the 5 metre high ceil- on angular corbelled vaults to form the roofs. Surprisingly, ing. After a few seconds the blindingly bright flames die the tomb is not bone chilling, but warm, the temperature down, revealing an empty bowl – its contents apparently gradually climbing along its length. consumed. Save for the final chamber, none of the complex is illu- The flames however, are merely an enchanted illusion, minated, although sconces stand ready to receive lit torches crafted to provide light and a phantasm of heat. Their if any are brought by explorers. Ill prepared characters effects disguise a one-way Portal spell which transports should be permitted to find a few half burnt stubs by grop- anything fully within the basin to the offerings chamber ing around, but afterwards be forced to push on quickly located in the false tomb. through the remainder of the tomb before they burn out. False Tomb With only a couple of lit torches or lanterns, the darkness of the tomb feels oppressive and menacing. Located within the rock of the mountain ridge itself, ten metres beyond the mortuary temple and five metres down, Offering Chamber the false tomb can only be reached by entry through the The portal within the sacrificial bowl deposits offerings illusory flames of the sacrificial bowl, or by digging through (including characters) into this small antechamber. Objects solid rock. Its purpose is to present a small complex of appear atop an altar, which has long since been buried in death traps and what appears to be the sorcerer’s already an assorted detritus of desiccated flower wreaths, votive

j 96 j Monster Island 2 chapter 5: Campaigns

Tomb Robbers War Party A group of 1d6+1 avaricious colonists searching the A dangerous group of 5d6 savages or High Folk, depend- jungle for wealth buried with the dead. On a 1 on a d6 they ing on where they are encountered, prepared for outright have already pillaged a burial place or some other collapsed war. Members of the war party are armed with multiple ruin, potentially angering the local tribe of savages (or the weapons and full armour, seeking to strike a decisive blow High Folk if upon the plateau) and act suspiciously towards against a neighbouring tribe or perhaps city. Though not strangers. If empty-handed, the tomb raiders may decide expecting to meet anyone on the journey towards their to turn bandit instead, especially if the characters look as objective, they will happily attack if existing relationships if they have been looting also; threatening or rendering the between the warriors and the colony is poor, or if charac- group unconscious rather than murdering them in cold ters act aggressively. blood. Travelling Merchant Fauna Encounters The following table comprises of the various different A small troop of 1d12+12 colonists or savages organ- creatures which can be encountered across the island, ised as a merchant caravan, at least half the number being divided into specific terrain types. Although almost any- warriors of some sort and the rest baggage bearers or pack thing can emerge from the Smoking Mirrors, those that animal tenders, led by whomever is in charge of the expe- survive long enough will tend to migrate to the environ- dition. The goods carried will mainly be of the high bulk ment most suited to their own physiology and habits. but low value kind, useful for day to day living. High value Italicised entries refer to creatures from the Rune- goods such as Iqari feathers, narcotics, gold dust and the Quest rulebook. like are usually carried personally and will be lost if the car- avan is attacked and the merchants scatter and flee.

Fauna Encounters Encounter Jungle Cloud Forest Puna Plateau High Mountains Ahuizotl 1-2 *** *** *** Alan *** *** 1-2 1-2 Alicanto *** 1-2 *** 3-4 Allosaurus 3 *** *** *** Ankylosaurus 4-5 3 *** *** Ant, Giant 6 4-5 3-4 *** Antlion, Giant 7-8 6 5-6 *** Ape, Carnivorous 9 7-8 *** 5-6 Arumco 10-11 9 *** *** Asipatra *** *** 7-8 7-8 Aswang 12 10-11 *** 9-10 Baboon, Giant *** *** 9-10 *** Bagini 13-14 *** *** *** Bakunawa 15 *** *** *** Basilisk *** *** 11-12 11-12 Bear *** 12 *** 13-14

2 124 2 Monster Island r chapter 6: Magic a gift or service proportionate to the wealth of the supplicant (something affordable on a weekly basis), and the giving up of a single Magic Point in veneration. In addition, all theistic cults share the default rules for rank and progression (see RuneQuest page 286) and prayers, where mentioned, imply the donation of Magic Points to the deity. None of the imported cults offer Divine Intervention, nor access to the Extension miracle. Standing with the community is usually the result of personal rela- tionships between cult leaders and local people, having little to do with its god per se. Note that some cult miracles are deliberately offered at differing cult ranks than standard in the core rules. The effect of propitiating each deity is explained under cult’s description, and slight changes to the Propitiation miracle are detailed Taboos: Since the loss of their previous leader, all are later (see page XX). forbidden to attend Dashatan’s shrine at night unless the moon is full and they number at least three. Urinating or Dashatan spitting into the ocean is also proscribed for fear of offend- The grasping pincer, lord of the seas ing the god, which has led to each boat carrying a brass An ocean deity who rides upon or perhaps is a mighty vessel specifically for that purpose. lobster, Dashatan is given sacrifice by those who sail upon Skills: Boating, Customs, Devotion (Dashatan), Exhort, his waters – whether they be but a passenger upon a ship Navigate, Oratory, Seamanship or a fisherman who trawls with his nets every day. The lord Miracles: Initiate – Breathe Water, Propitiate, Steadfast; of the seas is as capricious as his surface, granting calm Acolyte – Beast Form (Crab), Consecrate; Priest – Rain of weather and fine catches one day, then storms and snarl- Fish ing stones another. He cares little for humans, being more Propitiation: Prevents the recipient from coming to interested in the worship of those that live beneath the sur- harm as the result of natural weather events whilst at sea, face. Icons of Dashatan show him as a monstrous hybrid of or magically manipulated weather of equal or less Intensity. dwarfish man and crustacean. Organisation: The cult primarily comprises of a loose Geolok affiliation of fishermen, who maintain a shrine formed from The shaking one, master of stone shark and whale bones at the foot of the cliff in the lower A fearsome god, especially on an island so blessed by quarter. The current head of the cult is only an initiate, volcanism, Geolok is a popular deity to support. In other the previous ranking acolyte having gone missing recently lands he is venerated by farmers due to the fertility he when making personal offerings to Dashatan one evening. grants the soil, however in the colony people come to offer Cult Membership: Despite their limited number the sacrifices soon after an earthquake in thanks that they were cult is elitist, requiring ownership of a boat or serving not harmed and to ward off future disasters. The master aboard one. Only captains of their own vessel can progress of stone dislikes such petty requests to restrain his angry beyond lay membership. outbursts, but agrees, if only to savour the sacrifices placed Superstitions: Cult members believe that they will upon his altar. His red terracotta statues look like a cross ultimately die at sea, drowned or eaten by some horrible between a squat toad and a horned bull hunched down on monster, unless prayers are offered before a voyage is its rear. undertaken. Organisation: The cult lacks much in the way of lay members save for a small community of professional engi- neers, miners and the few farmers who eke out a living by r 155 r Monster Island x chapter 7: Items & Substances

Tepoztopilli forearms. Unfortunately its portability and ability to be A two handed cross between a spear and a halberd, with concealed make the weapon vulnerable to being broken. an edge formed from obsidian flakes similar to Maquahuitl. Vajramusti Knuckledusters with stabbing spikes protruding from Stone headed tridents with blades which are capable of either end. penetrating copper or bronze armour. Most are ground Wahaika in such a way that the edges are serrated with rearwards A wooden or dinosaur bone club, similar to a Patu pointing barbs making them vicious when withdrawn from except that it has a notch on one side used to capture an an impaling wound. They can be used one or two handed. opponent’s weapon. The coiling blade, literally a razor-edged made of copper thin enough to be coiled about the waist or

One Handed, Close Combat Weapons

1H-Weapon Damage Size Reach Combat Effects ENC AP/HP Traits

Bagh Nakh 1d6 — — Bleed — 5/6

Cuauhololli 1d6 M M Bash, Stun Location 1 4/6 Flexible

Finger Needle — — — Inject Venom — 0/1

Ixcheltu 1d4+2 S VL Bleed, Entangle 1 2/4 Flexible

Katar 1d4+2 S S Impale, Bleed 1 5/8

Koipahoa 1d6+1 M M Impale 2 4/6

Impale, Inject Maduvu 1d4+1 S S 1 3/4 Venom

Maquahuitl 1d6+2 M L Bleed 2 3/9

Parashu 1d6 M M Bleed 1 3/6

Patu 1d8 M S Bash, Stun Location 1 7/12

Trishula 1d8+1 M L Impale 2 4/8 Barbed, Set

Urumi 1d8 M M Bleed 1 2/4 Flexible

Vajramusti +1 Damage — — Impale — 5/6

Wahaika 1d6 M M Bash, Stun Location 1 4/8 Entrapping

x 178 x Monster Island b chapter 8: Flora & Fauna Kulamyu Pod maw of the plant if they fail to Evade the engulfing attack. Inside, the capacious bowl of the plant is half-filled with strong acid, which drenches whatever body parts become immersed. Roll 1d10+10 three times to see which locations end up in the acid. Since the insides are slippery and most bipedal victims end up being immersed head first, there is very little chance of escape unless they succeed in a Contest of Strength (see RuneQuest page 59) at an additional level of difficulty for their inverted position; or they have com- patriots on hand to hack the engulfing leaves away and drag the injured party out (excess damage carrying on to the trapped victim). Once the snare has been sprung, the plant can do little save hold Giant versions of the honeydew plant, except that the onto the struggling victim. acidic digestive bowl is underground, part of its root sys- Whilst feeding, Kulamyu plants appear as strange, tem. Surrounding the tuber are long, fleshy leaves which almond shaped, vertical pods; within which is held those spread out for approximately 2 metres in every direction; parts of an animal or person yet to be fully dissolved. The these have an uncanny ability to change their colouration leaves only reopen once the lower bowl has finished ren- and patterning to blend into the surrounding foliage. The dering the entire body down to bone fragments, a process orifice itself is disguised as a beautiful flower full of rich which takes one hour per point of the victim’s SIZ. Most nectar, which gives off a wonderful jasmine-like scent. This Kulamyu pods are large enough to swallow adult humans attracts many types of prey which attempt to feed on the although gargantuan specimens have been reported, capa- sweetness. ble of swallowing a dinosaur whole or engulfing dozens of Touching the stamen of the false flower causes the leaves men simultaneously (SIZ 80+). to coil rapidly, precipitating the victim into the now gaping

Characteristics Attributes 1d20 Location AP/HP STR: 1d6+3 (7) Action Points Not Applicable 1–2 Digestive Bowl 2/10 CON: 2d6+6 (13) Damage Modifier +1d4 3–5 Leaf 1 1/8 SIZ: 4d6+12 (26) Magic Points 4 6–8 Leaf 2 1/8 DEX: 2d6+12 (19) Movement Immobile 9–11 Leaf 3 1/8 INS: 2d6+1 (8) Strike Rank 14 12–14 Leaf 4 1/8 POW: 1d6 (4) Armour Waxy Skin 15–17 Leaf 5 1/8 18–20 Leaf 6 1/8 Abilities: Camouflaged, Engulfing (Victims up to plant’s own SIZ), Flora, Trapper Skills: Athletics 0%, Brawn 73%, Conceal (Leaves) 63%, Endurance 66%, Evade 0%, Perception 52%, Willpower 0% Combat Style: Sprung Leaves (Swallow) 62% Weapon Size/Force Reach Damage AP/HP Swallow Whole - - Strong Acid Not Applicable

b 234 b Monster Island % Appendices Lizardfolk The lowland savages have a rather unique life cycle humans, some skills being higher or lower than those pre- where normally reserved skills are gained outside of their sented here to represent different interests, tribal status, sole sexually orientated career, males following the hunters age, rank or role. Add additional skills where needed. path and females are craftswomen. Individuals’ knowledge Note that the example weapons can be substituted for of combat and animism can vary wildly, being taught as a similar versions as described in Chapter 7, each family or reward for courage, productivity or injury. For example a village specialising with their preferred traditional com- crippled savage might be prematurely promoted to the sha- binations. For example one village might arm their Mua man path. Infantry with Cuauhololli clubs, whilst the neighbouring Remember that the following are just off-the-cuff exam- tribe may use Wahaika clubs instead. ples. Lizardfolk can be as diverse in skill and aptitude as

Characteristics Attributes 1d20 Location AP/HP STR: 16 Action Points 3 1–3 Tail 3/7 CON: 13 Damage Modifier +1d4 4–5 Right Leg 3/7 SIZ: 19 Magic Points 11 6–7 Left Leg 3/7 DEX: 13 Movement 6m Walking and Swimming 8–10 Abdomen 3/8 INT: 13 Strike Rank 13 11–14 Chest 3/9 POW: 11 Armour Thick Scales 15–16 Right Arm 3/6 CHA: 11 17–18 Left Arm 3/6 19–20 Head 3/7 Abilities: Cold Blooded, Hold Breath, Night Sight, Swimmer Magic: Animism - Can Use Fetishes Unarmed Weapons Weapon Size/Force Reach Damage AP/HP Bite M T 1d6+1d4 As for Head Claw M S 1d4+1d4 As for Arm Tail M M 1d4+1d4 As for Tail

Skirmisher Skills: Athletics 59%, Binding 42%, Boating 59%, Brawn 65%, Endurance 56%, Evade 66%, Locale 56%, Navigate 64%, Perception 54%, Stealth 66%, Survival 54%, Swim 49%, Track 56%, Trance 44%, Willpower 52% Combat Style: Tua Skirmisher (Blowpipe, Bolas, Sling) 69%, Unarmed (Bite, Claw, Tail) 64% Weapon Size/Force Reach Damage & Traits AP/HP/Special Effects Blowpipe - - Poison 1/4, Inject Venom Bolas M S 1d4 2/2, Entangle, Stun Location Sling M M 1d8+1d4 1/2, Stun Location Additional Armour: None

Veteran Infantry Skills: Athletics 69%, Binding 52%, Boating 59%, Brawn 70%, Endurance 66%, Evade 66%, Locale 61%, Navigate 69%, Perception 64%, Stealth 71%, Survival 64%, Swim 59%, Track 66%, Trance 54%, Willpower 62% Combat Style: Tua Skirmisher (Blowpipe, Bolas, Sling) 84%, Mua Infantry (Club, Spear and Shield) 79%, Unarmed (Bite, Claw, Tail) 74% Weapon Size/Force Reach Damage & Traits AP/HP/Special Effects Club (Cuauhololli) M M Poison 1/4, Inject Venom Bolas M S 1d4 2/2, Entangle, Stun Location Sling M M 1d8+1d4 1/2, Stun Location Additional Armour: None % 283 %