| Purrsian cats live in Syrupia and the Heyaz Region, since
the rise of the Otharmann Empyre they have been pushed to the fringes of
society and now live mostly in family groups as Desert Nomads. Purrsian
cats are well known as merchants, trading rare silks and spices from faraway
lands and also for making their world-famous Purrsian Carpets.
Some Purrsian cats’ families are loyal to the Otharmann Empyre and will
serve as Household Warriors, but others will fight for anyone for a price
and the rest wish to live in peace (and make profit) and will not be
persuaded to join any army.
Purrsian cats, also known as Assassins, are employed throughout the
Otharmann Empyre to settle disputes between rival Otharmann families.
Purrsian Cat Profile
Racial Statistic Table
|
Race |
1 Double
March |
2 Quick
March |
3 Slow
March |
4
Half-Step March |
Steady |
Wounds |
Discipline |
Melee
Mod. |
|
Cat |
32 |
24 |
16 |
8 |
2 |
2 |
-1 |
+1 |
Skills
Tooth and Claw: The cat is proficient in unarmed combat and has a
modifier of +3 to Melee combat when using no weapons.
Cost: 4 Points
Silent Agility: The Cat is very agile and receives no movement
penalties for crossing linear obstacles and receives a +20% bonus for
climbing (scenario determined).
Cost: 2 Points.
Traits
Fur-Ball (X): The Cat is capable of coughing up a Fur Ball over an
enemy figure within 5cm of him, place a shaken token on the enemy figure.
One Fur Ball only can be coughed up per trait per scenario, but this Trait
can be taken twice for two Fur Balls per scenario.
Cost: 2 Points.
Sharp Claws: The Cat has very sharp claws, add +1 to impact if he
wins a Melee combat.
Cost: 2 Points.
Flaws
Flea Bitten: The Cat is affected with fleas; there is a 1 in 10
chance per turn that the Cat will scratch himself instead of performing an
action. Also one friendly figure per turn that comes within 5cm of the Cat
has a 1 in 10 chance they will catch fleas with the same effect for the rest
of the scenario.
Points Deducted from Character: -3 Points.
Water-Shy: The Cat is scared of water and there is a 5 in 10
chance per turn that he will not cross water or cross a bridge or get on a
boat that turn. Also he gets a -5% to Accuracy and -1 to Discipline if it is
raining.
Points Deducted from Character: -4 Points.
National Characteristic
Cat’s Eyes: Cats naturally see in the Dark. Alter the rules for Night
Fighting (From Grapeshotte page 21) for Cats with the following; for a Low
Light Skirmish there are no modifiers and for a Night Time Skirmish treat as
a Low Light Skirmish for Cats involved. |