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Author: Peter Maranci
From his youth Zed was known as one touched by the Bull. The divine touch of madness ran strong in his clan. But on the day that his family was caught unprepared in a sudden desert storm and all died except Zed, he changed forever.
Appearance: Filthy, wiry, the very image of the tough
city rat, Zed looks much older and weaker than he actually is.
His hair is grey and thinning, with several irregular bald
patches; he wears it short, to avoid having it grabbed in combat.
His face is grizzled and leathery with a patchy salt-and-pepper
beard. His voice is likewise scratchy and gruff, and his demeanor
alternately crazed or piercing. His eyes are dark brown. Like
most Uroxi, he has many scars -- but none are particularly
Zed wears no visible cult affiliation tokens. His clothes are
generally shabby and poor. His huge grey overcoat has been
patched over and over again, particularly on the lower right side.
Although he carried many weapons, they don't show -- even his
battleaxe is hard to see, since he stores it on his back under
Anyone looking at Zed is likely to see a filthy and unpleasant
old city rat, more trouble to shoo away than to tolerate. That's
exactly the impression he wants to create.
There is one possible flaw in his disguise; he is, sometimes,
cleaner than he seems. A very sharp nose might notice
that his odor doesn't always match his appearance.
Personality/Bio: From his youth Zed was known as one
touched by the Bull. The divine touch of madness ran strong in
his clan. But on the day that his family was caught unprepared in
a sudden desert storm and all died except Zed, he changed forever.
Leaving his home behind forever (though not his god), he traveled
to the city and took up residence there. He lives there to this
day, still known to the desert people but always a mystery to
them. To the people of the city he is nothing, just one more
ragged old drifter who wanders aimlessly through the streets at
Among Zed's arsenal of weapons are three which he uses only
when he is sure that he faces Chaos: his three Truestone darts.
Keeping his hands deep in the voluminous pockets of his huge
overcoat, he flings them suddenly at his target, right through
the cloth of his coat (hence the patches). This attack is almost
certain to give him complete surprise over his opponents.
Secret: In the desert during the storm,
Zed had a vision of Chaos sprouting and flourishing in places
that the Bull had ignored: the cities. Interpreting this as a
holy command, he abandoned the desert and went to the city at the
age of 14, founding a small shrine to the Bull hidden in a back-alley
refuge. Over the years he has honed his knowledge of the city and
his Chaos-fighting abilities, some of which are of necessity much
different from his desert-dwelling kin. A few priests know of his
purpose, but not all agree with it; some feel that Zed has taken
on the taint of city ways, and were he to return to the desert
there are those, even among his own people, who might even
threaten his life.
These things are beyond Zed's concern, however. He has
learned much, more than most of his people, and he neither
apologizes nor explains. If he should survive, it is possible
that he will be the founder of a new sub-cult of the Storm Bull.
Human male age 37, Storm Bull Acolyte.
STR: 19 Location Melee/Missile AP/HP
CON: 21 Right Foot....01-04/01-03......4/12
SIZ: 13 Left Foot.....05-08/04-06......4/12
INT: 15 Abdomen.......09-11/07-10......4/12
POW: 16 Chest............12/11-15......4/15
DEX: 16 Right Arm.....13-15/16-17......4/11
APP: 08 Left Arm......16-18/18-19......4/11
Hit Points: 17 (+18 from strengthening enchantments) = 35
Magic Points: 16
DEX SR: 2
Damage Bonus: 1D4
Armor: Cuirbouilli + soft leather; 4 AP, 8.5 ENC
Weapon SR Att/Par% Damage ENC/AP
1H Battleaxe 6 75/69 1D8+2+1D4 1.0/08
Shortsword 6 97/91 1D6+1+1D4 1.0/10
Dagger 7 106/101 1D4+2+1D6 0.5/06
Fist 7 91/67 1D3+1D4 - /04
Kick 7 92/56 1D6+1D4 - /04
Grapple 7 100/-- 1D6+1D4 - /04
Head Butt 7 86/75 1D4+1D4 - /04
Dart* 4/9 111/52 1D6+1D2 (+1D6) 0.5/09 (18)
*-Zed carries three iron darts which are each tipped with a
splinter of Truestone. These have the properties in parentheses,
and have the additional property of completely ignoring all
Skills: Climb 92, Dodge 98, Jump 88, Throw 102, Animal
Lore 63, Human Lore 105, Acting 92, Sing Drunkenly 96, Speak
Stormspeech 79, Speak Sartarite 57, Speak New Pelorian 53, Spreak
Praxian 79, Speak Tradetalk 58, First Aid 55, World Lore 63,
Conceal 76, Devise 35, Sleight 88, Listen 100, Scan 94, Search 80,
Track 99, Smell 76, Hide 85, Sneak 87, Detect Chaos 97
Spirit Magic: Detect Enemies (1), Dispel Magic 3,
Fanaticism (1), Heal 4, Protection 4, Strength 1
Common Divine Magic: Divination x2, Soul Sight x1
Special Divine Magic: Berserk x2, Command
Sylph x1, Face Chaos x2, Impede Chaos x2, Summon Sylph x1, Cure
Chaos Wound x1, Shield x2, Fear x1.
Magic Items: Six strengthening echantments are
contained in scars on his body. He has three Truestone-tipped
darts which ignore protective magic, and do double damage against
Allied Spirit: Slash, INT 12, POW 16.
Bound in battleaxe. Spirit spells: Countermagic 3, Disruption (1),
Mobility 2, Silence 2, Speedart (1).