Monday, August 27, 2012

The Nobility of Kars and Their Petty Amusements

A Typical Karslish Noble with His Servant

The head of Karslish nobility is, obviously, the King.  Centuries ago, the isles of Kars were home to hundreds of tiny chiefdoms.  Each worshiped its own patron god, and a almost constant state of war existed between them. That was before the coming of Rutha the Unconquered, an Averois noble who conquered the largest isle with an army of Averois knights and priests of law.  He used the religion of Law to unite the chiefdoms, and ever since Kars has been ruled by an Averois house.

King Dwarde II Walks Among his People

The current king, Dwarde II - also known as Dwarde the Hideous - is an especially deformed member of a long line of misshapen hunchbacks.  It is generally agreed that he is the most incompetent king in the history of the isles, worse even than Ethelray the Bungler.  Peasant revolts have been common during his reign, and the nobility have taken to slaughtering each other as the lack of central authority has caused old grudges - some stretching all the way back to the chiefdoms - to resurface.

Within his palace,  Dwarde the Hideous attempts to maintain an heir of omnipotence.  He has resurrected an old pagan custom that horrifies even the most sycophantic of his courtiers: all who wish to pay homage to the king must suckle his nipples.  He particularly enjoys making nobles wait in line for this "honor."

Oddly, there currently exists no plan to usurp the throne.  Dwarde's incompetence has given the nobles free reign to pursue their vendettas, and a new king would only be more competent.  Because of this, the nobles of Kars have allowed themselves to be humiliated in the kings court in Nindol, knowing that they are the ones who hold true power in the kingdom.

A Joust at the Great Nindol Tourney

During the few hours in which Karslish nobles are not killing each other, they spend their time coming up with increasingly bizarre amusements.  The diversion with which they are most enamored is, unsurprisingly enough, the tourney.  The most famous tourneys are those held in Averoigne; however, the popularity of tourneys on the Karslish Isles rivals or perhaps even surpasses that of the continent.

The greatest tourney in the land is the annual one held at the end of Spring in Nindol.  On this one day, Kaslish nobles eschew their personal heraldry and all don finery of the deepest red.  This is because the Nindol joust is done to the death, and it is not uncommon for blood to spray out onto the crowd.  In order to avoid the complete decimation of the chivalry of Kars, the Great Tourney of Nindol is actually a series of independent jousts.  Each knight will only compete in one event, but the purses for these are incredibly large.

n recent years, a few young knights have begun to buck tradition and wear white during their jousts.  If they live, they will wear their blood soaked garments to many a social occasions so that they may tell stories of their victory. This is considered gauche by most knights, but it is the ladies these jousters seek to impress.

The Burning of the Imbeciles

Another annual event that delights the nobility is the Feast of St. Ralph the Liar.  His feast day is of course celebrated in all lands that have seen the Light of Law, but no other kingdom enjoys it so thoroughly.  Since the time of Rutha IV - known as Rutha the Impotent - the feast has been ended with an event known as the Burning of the Imbeciles.  Village idiots are rounded up from all around Kars and brought to various courts preparing for the feast.  They are then dressed as various exotics - cynocephali  has been the most popular in recent years - and allowed to dance around the dining hall.  When the dinner is just about to end, the idiots are corralled into the center of the room and lit aflame, much to the delight of all present.*

The other men of the West view the Burning of the Imbeciles as an act of barbarism.  An Averois scholar studying the phenomenon concluded that it must have begun with a terrible accident and then have continued due to the mixture of amusement and superstition that surrounds it.  Karslish nobles believe that if the imbeciles are not burned for the feast, a bevy of unlucky things might transpire.  One year, the king decided to forgo the burning and skip straight to the after-diner cake.  He found it to be so dry that he gave it to his dogs, and ever since the imbeciles have been burnt at the proper time.

The High Pontiff has forbade both tourneys and the Burning of the Imbeciles, believing both are pagan rituals in disguise.  This has had little effect on the religious climate of Kars, as both the Archbishop of Tenkerbury and the priests of Bury St. Ralphs fully support these events.  It is perhaps no accident that they also make quite a bit of money off of them.

The Northern Isles are home to a different sort of noble.  While some of the younger generation attempt to imitate the courtiers of Nindol, most cleave to their old way of life.  They are nominally loyal to both the king and to the God of Law, but little has changed since the days before Rutha the Unconquered.  Warriors raid each other's cattle, and village priests perform rites once reserved for pagan druids.

A Pit Fight on One of the Northern Isles

In the North, both nobles and peasants alike enjoy watching pit-fighting.  These fights to the death are believed to be the origin for the Grand Tourney of Nindol; however, they never take the form of jousts.  Instead two men fight in a muddy pit, either with hand weapons or their bare fists.  In either case, the winner is the one that walks away.

Competitors are typically captives from nearby settlements who have chosen this over more conventional forms of slavery.  On rare occasions, nobles or even chieftains will deign to fight, though they usually only do so if their opponent is also a noble.  This is sometimes used as a way to settle disputes, though it is comparatively rare.

*Except, one assumes, the idiots.

Saturday, August 25, 2012

Dark Country Delicacies

This post is the expanded version of an earlier post from G+.  It was inspired in part by my being hungry and by Chris Kutalik's jokes about white gravy.  The original contained references to maize and corn whiskey, which have been excised.  However, I have retained references to other New World crops because they do not clash with my image of the Dark Country.  Plus, the wonder-crop that is the potato allows me to devote less land on my map for farming and more for wilderness.

My goal is to establish exactly what the different categories of food available for purchase in WFRP mean in the Dark Country, as well as to deepen the setting's sense of place. 

Food per Day (Poor) represents the food commonly eaten by a Dark Country peasant.  It is typically a mixture of wheat, Harnic potatoes** - often mashed - and fermented cabbage.  Eggs provide the vast majority of the peasant's protein, but on some rare occasions, this will include the parts of animals that the middle classes and nobility find particularly disgusting, such as chicken’s feet or head cheese.  Peasants occasionally supplement their food with the small crayfish that live in the freshwater swamps created by the Dark River.
Food per Day (Average) represents food typically eaten by the Dark Country’s merchants and wealthy freeholders.  It is much the same as Food per Day (Poor), but too that is added bread and a considerable amount more meat - pork and chicken are the most common as they are the easiest to raise in the forests of the Dark Country.  These are typically fried and served with gravies of one of two varieties: rich and dark or white and lumpy.   In some parts of the Dark Country, this may also include goat cheeses.

Food per Day (Good) is what is considered a feast by the lower and middle classes but is a common sight on the tables of the wealthy.  Meat, including imported beef, is in great abundance as are wines, cheeses, and pies.  Pumpkin pie is particularly popular in harvest festivals.

All three categories presented above would be supplemented with hunting and fishing.  Deer and rabbit are common enough to regularly grace the tables at an inn or tavern in a village.  Sausages are also common, but their precise makeup varies depending on the quality of the meal.

Rations are typically made of hard biscuits and salted meat.  Travelers from Zenopolis may also be carrying dried figs or dates.

Cheap Pie is commonly eaten in urban areas, and comes in two varieties: meat and crayfish.

Loaf of Bread is pretty much exactly what it says on the tin.

Side of Meat chicken, goat, and pork are by far the most common meats in the Dark Country.  The West has cattle and sheep, but constant raids by beast-men and worse mean that prime grazing land for such animals is all but uninhabitable.  Pigs are considerably lower maintenance.

Delicacies in the Dark Country usually amount to imported beef, but there is a growing demand for Frogling cuisine.  This typically comes in the form of large insects from Hopland, but the buyer should be warned that they are often poisonous to humans if prepared improperly.

Peppers - both of the chili and bell varieties - a remarkably common in the Dark Country.  The kinds found in the World of Nightwick are hardier and more resistant to cold temperatures than those of our Earth, but otherwise look and taste the same.  Peasants use it to mask the flavor of what they're eating, while gentry use it to give what they're eating some flavor.  It is a strange world.

Robber's steak is a common meal among bandits, trappers, and woodsmen.  It consists of the meat of a game animal, typically venison, wrapped in bacon and spiced with red peppers.  It is sometimes eaten in the West by those who feel they can add a bit of adventure to their dinner table.

Alcohol is consumed in great quantities in the Dark Country.  Even those wishing to remain sober will merely water down wine rather than drink pure water.  The danger of the flux is too high.  Mead is surprisingly common because of the large amount of beekeepers, and most ale is imported from Hopland or Dwarf-Land.  The most common spirit in the Dark Country is whiskey, which was distilled by the pagans even before the coming of the Sword Brothers.  Newly converted communities often still make their own cheap whiskey that corresponds to WFRP's rotgut.

Hashish is rare, but not unknown to the Dark Country.  It is imported from Zenopolis, which also possesses a bewildering array of opiates.

The Church's position on intoxicants, both alcoholic and otherwise, is that one can imbibe as much as one wants until one vomits.  Vomiting is a sign from the God of Law that one has engaged in a sin of excess, and thus requires an act of penance and a confession.

*Harnic potatoes are considered a luxury item in the West, but are common as dirt in the Dark Country proper.

Friday, August 24, 2012

Nightwick Area Map and Region Descriptions

In preparation for reviving the Nightwick Abbey game using WFRP 2e I've decided to use Rob Conley's article How to Make a Fantasy Sandbox - in addition to a number of other tools - to help flesh out some of the campaign area.

First, here's a map:

click to embiggen

The scale is six miles to a hex.  The farmland hexes represent only those areas that are heavily cultivated, and isolated homesteads can be found throughout the less dangerous areas shown on this map.

The Western settlements on this map are...

0513 Road’s End
0715 Blackleg Mine
0815 Blackleg (Town)
0816 Blackleg Castle (Fortress)
1002 Lychgate (City)
1112 Frogguts (Village)
1303 The Ruins of Hommlet (Former  Village)
1309 Knightpath (Village)
1503 The Witchfort (Fortress)
1506 Nightwick Village (Village)
1607 Nightwick Abbey (Ruin)

Road's End, Blackleg, Frogguts, and Knightpath have all been in the throes of a peasant rebellion for the past few months, while the farmland around Lychgate has been subjected to beast-men raiding out of the Witchwood. These raids have destroyed Hommlet and have also prevented the bishop from being able to stamp out the revolt. The Oriental Adventures event charts have determined that 1988 AF is a shitty year for the people of the Dark Country.

Below are descriptions of the different wilderness regions of the southeastern portion of the Dark Country. Some of these have been mentioned in previous posts, while some are wholly new.

The Fog-Bound Forest is a conifer forest that lies in the southeastern portion of the Dark Country, just before the foothills of the Nameless Mountains.  As its name suggests, it is perpetually shrouded in a blanket of thick fog.  While it is rich in game, it is also exceedingly dangerous - being home to large packs of direwolves, bands of goblins, tribes of beast-men, and even a few pagan resistance groups.  Loggers brave enough to enter also believe their to be a small village inhabited entirely by werewolves somewhere deep within the forest.  Much of the forest products sold in the West are produced here.

The Forest of Nooses lies in a small valley in the southern portion of the Nameless Mountains.  It is not as teeming with dangers as its fog-bound cousin, but this is not to say it is safe.  Loggers, trappers, and hunters from Road’s End enter the woods to ply their trade.  The goods are then moved up the Long Road to Lychgate, before traveling down the Dark River.  The forest is named for the strange, hanging moss-like plant that grows in its trees.  Aside from the more typical sorts of dangers one might find in a Dark Country forest, the Forest of Nooses also houses a species of man-eating plant the same color and texture as the aforementioned moss.  These will strangle unwary woodsmen who pass too near them.

The Great Swamp lies just west of Lychgate and is formed by the merging of the River Deep with the Little Dark to make the Dark River.  While the rivers are well traveled, the Great Swamp is often used as a hiding place by those who seek to avoid the prying eye of the law or the Church.  Bandits and pirates patrol the rivers, and there are at least a few daub huts that serve as homes for witches.  During the winter, the wet ground of the swamp typically freezes allowing armies to cross, and occasionally the Bishop Notker the Unshaven will send out troops to deal particularly troublesome brigands.

The Little Heath is a small area east of the Great Swamp but west of the Long Road that was once used by the pagans for farming and pastureland.  Isolated farms and houses may still be found here, though many were destroyed by beast-men during the recent incursion by the forces of the White Lady.

The Mire of Princes is a haunted bog that has been the site of several battles.  According to legend, it was originally the site of a battle between two great pagan armies and so much blood was spilled that the ground as sumed its current, marshy state.  Since then, it has seen a statistically improbable number of battles - including one between the Sword Brothers and the crusading forces of the West.  The Mire is avoided by most sane men and is purported to prowled by all manner of undead.  Those who have traveled near it during the day report seeing no signs of any animal life whatsoever.

The Nameless Mountains encircle almost the entire Dark Country.  Their foothills are dotted occasionally with small copses of evergreens, but their peaks are high and bare.  They are typically only snowcapped in the Winter, but their summits are notoriously cold.  A few pagans are believed to still live among the foothills.

The Stretch is a small area of pastureland that lies to the east of the Witchwood.  It was once used by pagan shepherds and farmers, but Western colonization of the area has proven difficult due to raiders from the Witchwood.  It is believed that their remain a number of pagan farmsteads that go unmolested by the beast-men.

The Stony Wood lies in the shadow of the Bald Mountains and seems to have been at one time a major center for pagan worship.  It is named for the large number of carved stones that dot the forest - shrines to tree spirits and deities long forgotten by the men of the West.  Very little logging is done here, but a few trappers have semi permanent camps along the edges of the Stony Wood.  Those living in the Seven Cities believe a number of pagans still reside here as well, due to its comparative remoteness.

The Witchwood lies just north of the Witchfort and is a thick tangle of large oaks and thick brambles.  Regardless of the season, the trees of the Witchwood are dry and their leaves are either crimson or their branches bare.  It is the most famous haunt of groans, but far worse is the mistress of the forest: the White Lady.  It is the only forest in the Dark Country that neither hunters noor loggers will enter, and it is shunned by all decent folk.  Even in pagan days few but druids dedicated to the White Lady would enter the forest, and even they would sometimes fail to leave.

Thursday, August 23, 2012

Froglings for WFRP 2e

Froglings are frogs that walk and speak in the manner of men.  They are short, only about 4' in height on average, and range between thin and stout.  Froglings make their home in a distant, marshy country known as Hoppland; however, they are found throughout the World of Nightwick as brewers, merchants, and adventurers.  Their skin ranges between slick and bumpy, and is usually a dull green or brown - though more exotic colors and patterns are not unheard of.  They favor flamboyant clothing and jewelry in garish colors.

Frogling Characters
A Frogling character gains the following skills and talents:
Skills: Common Knowledge (Froglings), Gossip, Speak Language (Croakish), Speak Language (Common), Trade (Brewer), Swim
Talents: Jump (see below), Luck, Night Vision, and Sixth Sense

You gain the ability to make incredible leaps. When making a running leap, the maximum distance you can cover, in yards, equals your Movement times your Strength Bonus on a successful Strength Test. When making a standing leap, your maximum height equals your Movement plus your Strength Bonus.

Frogling Characteristic Generation

CharacteristicStarting Score
Weapon Skill (WS)20 + 2d10
Ballistic Skill (BS)20 + 2d10
Strength (S)10 + 2d10
Toughness (T)20 + 2d10
Agility (Ag)30 + 2d10
Intelligence (Int)20 + 2d10
Will Power (WP)20 + 2d10
Fellowship (Fel)30 + 2d10
Attacks (A)1
Wounds (W)Roll 1d10 and consult the table below
Strength Bonus (SB)Equal to the first digit of your Strength
Toughness Bonus (TB)Equal to the first digit of your Toughness
Movement (M)4
Magic (Mag)0
Insanity Points (IP)0
Fate PointsRoll 1d10 and consult the table below.

Frogling Wounds and Fate Points

d10Woundsd10Fate Points

Frogling Starting Career

Careerd% rolll
03Apprentice Wizard
-Bone Picker
10Bounty Hunter
12Camp Follower
13Charcoal Burner
-Estalian Diestro
27Grave Robber
28Hedge Wizard
-Kislevite Kossar
-Kithband Warrior
-Norse Berserker
-Pit Fighter
48-49Rat Catcher
77-79Toll Keeper
80-81Tomb Robber
-Troll Slayer

Monday, August 20, 2012

Monster Monday (Again): Awful Rats

Since most of my readers probably don't play WFRP 2e, here's another monster for Labyrinth Lord.

Awful Rats
No. Encountered: 3d6 (3d10)
Alignment: Chaotic
Movement: 120’
Armor Class: 7
Hit Dice: 1d4
Attacks: 1 (Bite)
Damage: 1d6
Save: F1
Morale: 7
Hoard Class: XX
XP: 15

Awful rats are a strange breed of creature found only in the most demon-haunted ruins of the Dark Country - though rumors say that varieties may be found in the Desert Lands and far off Cathay.  They are extremely large rats, though not as large as giant rats, that possess the heads and intelligence of crows.  They tend to be social animals, building large nests in subterranean environments.

Awful rats leap up to attack their opponent’s face. On a to hit roll of 20, it has struck the opponent’s eye, and a second to hit roll must be made.  If this second roll is a hit, the rat has taken the eye right from its socket.  It will typically then scurry away to eat its prize in private.  If using death a Death and Dismemberment or Critical Hit table, this mechanic may be replaced with assuming that any time such a table would normally be consulted, the awful rat snatches out an eye.

Monster Monday: Monsters for a More Grim and Perilous Dark Country

I'll be moving back to Hattiesburg soon, and after talking to some of my old players it looks very likely that I'll be running the Dark Country using WFRP 2e.  As such, I decided to convert the monsters that I felt I most need - the ones without which it just wouldn't be the Dark Country.  Here they are:

Awful Rats
Awful rats are hideous combinations of crow and rat.  Specifically, they are extremely large rats with the head of a crow.  They scuttle about the haunted ruins of the Dark Country.  They particularly delight in the taste of human eyes.

Awful Rat Statistics

Skills: Concealment, Dodge Blow, Perception Swim
Talents: Natural Weapons, Night Vision, Strike Mighty Blow
Special Rules: My Eyes!: Awful rats always leap up in an attempt to get at their opponents’ eyes.  When rolling for hit location, treat results that would normally indicate the legs as hitting the head.
That Hideous Beak: The beak of an awful rat possesses both the Armor Piercing and Impact Qualities.
Armor: None
Armor Points: Head 0, Arms 0, Body 0, Legs 0
Weapons: Beak

Boneless are undead corpses that have had all of their bones removed.  Since they are not quite as useful as zombies, they are often animated by necromancers to guard their manses.

Boneless Statistics

Skills: None
Talents: Frightening, Natural Weapon, Undead
Special Rules: Mindless: Boneless possess no mind or spirit of their own.  They have no Intelligence, Willpower, or Fellowship, and can never take or fail Tests based on these Characteristics.
Shambling: Boneless are relentless but slow.  They cannot take the run action.
Terrible Grip: When a boneless strikes an opponent it wraps its floppy arm firmly around the location hit.  It begins to squeeze, dealing damage each round automatically.  A successfully aimed shot followed by a critical hit will sever the arm from the Boneless and give it one less attack, while a successful test against the Boneless’ Strength will pry the victim free.
Armor: None
Armor Points: Head 0, Arms 0, Body 0, Legs 0
Weapons: Arms

Calibans are monsters created by evil wizards to serve as flunkies.  They appear as hunched humanoids composed entirely of the parts of animals.  The process of their creation makes them immortal unless slain.  They are a cowardly lot, but are bound to the will of their creator even after his or her death.

Calibain Statistics

Skills: Concealment +10%, Perception, Scale Sheer Surface, Silent Move +10%, Speak Language (Dark Tongue and Reikspiel)
Tallents: Flee!, Night Vision
Special Rules: Mimicry: In addition to human speech, Caliban’s imitate perfectly the sounds of any animal found in the [Old World/Dark Country]
Bound: Calibans must perform any tasks set by their masters to the letter.  If this task involves risking their life, they must make a test against ½ their Will Power.  If they succeed, they turn on their master and attempt to destroy him or her.
Armour: None
Armour Points: Head 0, Arms 0, Body 0, Legs 0
Weapons: Hand Weapon or Claws

Children of Stone
Children of stone are horrible creatures that are sometimes created when a building is destroyed by a fire, siege, earthquake, or some other disaster.  They usually only appear if the building was in some way tied to the worship of the Adversaries.  They appear as stunted, malformed infants made of equal parts stone and burning embers.
Children of Stone Statistics

Skills: None
Talents: Daemonic Aura, Frightening, Natural Weapons,
Special Rules: Infernal Light: Children of stone glow and flicker like a torch, and thus they can be seen from the same distance as a torch in the darkness and cannot conceal themselves.
Instability: Children of Stone are psychic manifestations of pain and sorrow made corporeal and as such are not as solidly linked to the World as mortals.  They may sometimes be forced back from whence they came if a battle goes against them.  On any round in which a child of stone is injured in melee combat but fails to inflict any Wounds in return, it must succeed at a Willpower test or be dissipate into ash and smoke.
Puff of Smoke: Children of stone can blast a puff of smoke as a full round action.  This acts as a Magic Missile with a range of 36 yards that deals 2 damage.
Armor: None
Armor Points: Head 0, Arms 0, Body 0, Legs 0
Weapons: Claws

Devil-men are the product of the union of a human being and the demon prince known as the Horned One.  They appear as men of diabolic aspect, complete with red skin, horns, clawed hands, and pointed canines.  They often live in isolated villages along with cultists and beastmen.

Devil-me Statistics

Skills: Academic Knowledge (Daemonology) Charm, Concealment, Disguise +10%, Dodge Blow, Intimidate, Perception, Torture, Silent Move
Talents: Menacing, Night Vision, Keen Senses
Armor: Medium (Chain Shirt + Leather Jack)
Armor Points: Head 0, Arms 1, Body 3, Legs 0
Weapon: Hand Weapon, Bow or Shortbow

Groans are enormous monsters that dwell in the deeper parts of the Witchwood and the Fog-Bound Forest.  They appear as immense humanoid bulks made of dried wood and dead leaves.  Groans hate humankind and all of its works, especially farming.  It is their opinion that eating vegetable matter is murder; however, they are not moralists  for they are slow witted creatures whose primary pleasures in life involve disemboweling human victims.

Groan Statistics

Skills: Concealment +20%, Perception, Search, Speak Language (Common, and Fey Tongue) Silent Move +20%
Talents: Ambidexterous, Frightening, Night Vision, Strike Mighty Blow, Strike to Stun
Special Rules: Flammable: When a Groan is hit with a fire-based attack, any wounds suffered are doubled.  This is calculated after any deductions for Toughness Bonus or Armor Points.
No! The Sun!: When hit by sunlight, a Groan’s feet immediately take root in the ground and he becomes nothing more than a dried, dead tree of great size and sinister appearance.
Tough Bark: The bark of a Groan’s skin gives it 3 Armor Points to all locations.
Armor: None
Armor Points: Head 3, Arms 3, Body 3, Legs 3
Weapons: Limbs

Mites are small creatures that haunt old manors and tumbled ruins.  They are created when cut stone lasts longer than it should much like how maggots are produced from meat or rats are produced from straw.  They appear as diminutive, aged

Mite Statistics

Skills: Concealment, Mime Language (Mite) Perception, Scale Sheer Surface
Talents: Night Vision, Specialist Weapon Group (Sling)
Special Rules: Quiet as a Mouse: Mites make no noise and thus always succeed on Silent Move tests.
Armor: None
Armor Points: Head 0, Arms 0, Body 0, Legs 0
Weapons: Dagger, Spear, and Sling

Rawheds are terrible form of undead created when a warlock dies, leaving his familiar behind.  The two beings merge into an unholy monstrosity that combines the features of man and animal.  They stand considerably taller than a man - roughly the size of an ogre - and always appear rotten and ragged.  They stay in the warlock’s former abode, ranging from it only to find their favorite dish: little children who lie; however, they have not been known to turn down an adult doing the same.

Rawhed Statistics
318434 (8)000

Skills: Concealment, Perception, Scale Sheer Surface +10%, Search, Silent Move, Shadowing, Speak Language (Western and Old Tongue), Ventriloquism +20%
Talents: Daemonic Aura, Flier, Frightening, Keen Senses, Natural Weapons, Night Vision, Strike Mighty Blow, Undead
Special Rules: Invisible: Rawheds can become invisible as a free action.  While in this state they are still corporeal and can be hit, but attackers must be aware of the Rawhed’s presence and must take a -30% penalty in order to do so.
Little Boys Shouldn’t Lie: Rawheds can hear a lie from up to 24 miles away, which is also the maximum distance they will range from their lair.  They may know the exact location of their new quarry for up to 24 hours after they have spoken their last lie; however, they will not pursue it more than 24 miles from its lair.
Mother? Is that you?: Rawheads can perfectly mimic the sounds of most animals found as well as the voices of humanoid races.  If it has heard someone tell a lie, it can perfectly mimic the voice of anyone that person knows.
Armor: None
Armor Points: Head 0, Arms 0, Body 0, Legs 0
Weapons: Claws