Devon's ritual roused the ancient reptile god and it anointed both husband and wife over the next 72 hours in foul and brackish rituals of power. The power that Jerome claimed to have wanted.
The Hills left the Everglades with a plan to find converts and awaken the Green Deep's presence in them. The Green Deep was angry that it had been forgotten and wanted to remind this hairless apes that their only suitable purpose was to serve it before being devoured.
The coven gains much of its wealth and positioning for recruiting from the self-help books their founders have penned. They have classes to promote their books and gain recruits throughs the U.S. Recruits deemed worth of conversion are brought to the Hill estate, less than an hour from the Serpent Mounds, in Ohio. The final initiation requires a convert to partake in cannibalism, with refusal meaning they become a part of the meal.
Once a member of the coven, the Green Deep can enter a member's body at will, causing them to transform into a hybrid of a human and a crocodile.
Once a member of the coven, the Green Deep can enter a member's body at will, causing them to transform into a hybrid of a human and a crocodile.
Crocodylinae Coven Member
characteristics averages rolls
STR 80 (4d6+2 x5)
characteristics averages rolls
STR 80 (4d6+2 x5)
CON 70 (4d6 x5)
SIZ 50 (3d6 x5)
DEX 50 (3d6 x5)
INT 50 (3d6 x5)
POW 65 (2d6+5 x5)
APP 35 (2d6 x5)
HP: 14
Average Damage Bonus: +1d4. Average Build: 1
Average Magic Points: 10
Average Damage Bonus: +1d4. Average Build: 1
Average Magic Points: 10
Move: 8/12 Swimming
ATTACKS
Attacks per round: 1
Fighting attacks: Crocodylinae coven members can use weapons
ATTACKS
Attacks per round: 1
Fighting attacks: Crocodylinae coven members can use weapons
as humans do.
Fighting 60% (30/12), damage per weapon type + damage bonus,
or unarmed (1D3) + damage bonus.
Dodge 25% (12/5)
Armor: 1
Skills: Intimidate 45%, Listen 35%, Spot Hidden 45%, Stealth 55%, Swim 70%.
Sanity Loss: 0/1D4 Sanity points to see a Crocodylinae coven member, although this may be increased (1/1D6+) for particularly monstrous specimens.
Dodge 25% (12/5)
Armor: 1
Skills: Intimidate 45%, Listen 35%, Spot Hidden 45%, Stealth 55%, Swim 70%.
Sanity Loss: 0/1D4 Sanity points to see a Crocodylinae coven member, although this may be increased (1/1D6+) for particularly monstrous specimens.
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