KRO GOON 4 (12)

The Strange Bestiary

Some kro have no compunction about taking crow coin for any job under the sun—the more violent and less thought required, the better. These toughs always find a Beak Mafia family ready to accept them with open wings. New recruits are trained in a brutal lost-world recursion that eats normal wise kro for breakfast. Survivors are slapped with the label "kro goon" and become part of whichever family sponsored them.

Motive: Get paid for violent or shady activities

Environment (Crow Hollow | Magic or Weird Science): Anywhere, usually in groups of five to ten 12

Damage Inflicted: Moderate wound (4 points)

Armor: 1

Movement: Short when walking or gliding

Modifications: Perception as level 6; all tasks related to seeing through duplicity or disguises as level 6.

Combat: Some kro goons have medium pistols that can target a foe within long range. Other kro goons have longer-barreled medium rifles able to spray bullets at up to four targets within short range as a single action (but the difficulty of such attacks is increased by one step, and each time a kro goon sprays bullets, it must spend its next turn reloading its gun). One in five kro goons has an artifact weapon that operates under the law of Magic or the law of Weird Science: Typical Magic Artifact: A staff that fires lightning bolts at one target within long range for a moderate wound (6 points). Depletion: 1 in 1d20. Typical Weird Science Artifact: A mini rocket launcher able to fire a missile at a target the user can see within half a mile. The missile explodes on impact, dealing 4 points of ambient damage to all creatures in immediate range who fail a Speed defense roll (and 1 point to those who succeed). Depletion: 1–2 in 1d6.

Kro can fall safely from any height and can glide five times as far as the distance fallen (or much farther, if one is skilled in gliding and the use of thermals).

Interaction: Kro goons trust their compatriots and their family, though most will at least listen to a pitch describing the superior benefits and pay they would receive by taking coin from a competing interest.

Use: When a Beak Mafia family wants something done, it sends a crew of kro goons.

Loot: In addition to the weapons described under Combat, a kro goon is about 20% likely to carry one random cypher. Each kro goon also carries 3d6 crow coin.

GM Intrusion: The kro goon employs a clever trick with a wave of its black wings, and instead of the character successfully attacking the kro goon, the PC successfully attacks a nearby ally or innocent bystander instead.