CREATURES FROM THE IRON KINGDOMS

BOATMAN

Val	CHA	Cost	Roll	Notes
21	STR	11	13-	Lift 459.5 kg; 4d6 HTH Damage [2]
13	DEX	9	12-	OCV:  4/DCV:  4
15	CON	10	12-
14	BODY	8	12-
13	INT	3	12-	PER Roll 14-
13	EGO	6	12-	ECV:  4
13	PRE	3	12-	PRE Attack:  2 1/2d6
12	COM	1	11-

8	PD	4		Total:  8 PD (7 rPD)
8	ED	5		Total:  8 ED (7 rED)
4	SPD	17		Phases:  3, 6, 9, 12
7	REC	0
30	END	0
33	STUN	0		Total Characteristic Cost:  77

Movement:	Running:	6"/12"
		Leaping:	4"/8"
		Swimming:	6"/12"

Cost	Powers & Skills
25	Boatman's Touch:  Drain BODY 2d6, Reduced Endurance (1/2 END; +1/4), END 1
22	Fog Cloud:  Darkness to Sight Group and Spatial Awareness 3" radius, 3 Continuing Charges lasting 
	20 Minutes each (+0), Personal Immunity (+1/4); No Range (-1/2), Concentration (1/2 DCV; -1/4), 
	Extra Time (Delayed Phase, Only to Activate, -1/4), [3 cc]
12	Detect Thoughts:  Telepathy 3d6 (Human class of minds), Invisible Power Effects (Fully Invisible; +1/2), 
	Lingering up to 1 Minute (+3/4), Cumulative (36 points; +3/4); 1 Continuing Charge lasting 
	1 Minute (-1 1/4), Receive Only (-1/2), Stops Working If Mentalist Is Stunned (-1/2), Does Not 
	Provide Mental Awareness (-1/4), Extra Time (Delayed Phase, -1/4), [1 cc]
7	Hard To Hurt:  Damage Resistance (7 PD/7 ED)
4	Aquatic Nature:  Swimming +4" (6" total), END 1
21	Boat Of Shades:  Swimming 6", 1 Continuing Charge lasting 6 Hours (Boat Of Shades Lasts For 8 Hours, 
	Until Dismissed, Or The Boatman Is Slain; +0); Surface Only (-1), Physical Manifestation (appears 
	as a normal boat; -1/4) plus>Telekinesis (25 STR), Area Of Effect (2" radius; appears as a normal 
	boat; +3/4); 1 Charge (Boat Of Shades Lasts For 8 Hours, Until Dismissed, Or The Boatman Is 
	Slain; -2), Affects Whole Object (-1/4), Linked (Swimming; -1/4), Physical Manifestation (appears 
	as a normal boat; -1/4), [1 cc]
27	Clairaudience/Clairoyance:  Clairsentience (Sight And Hearing Groups), x32 Range (8,960"), +5 to 
	PER Roll, 2 Perception Points, Discriminatory, 3 Continuing Charges lasting 1 Hour each (+1/4); 
	Extra Time (1 Turn (Post-Segment 12), Only to Activate, -3/4), Concentration (1/2 DCV; Character 
	is totally unaware of nearby events; -1/2), Blackout (-1/2), Sense Affected As More Than One 
	Sense [Sight. Hearing] (-1/2), [3 cc]
9	Divining Coin:  Precognitive Clairsentience (Sight Group), +10 to PER Roll, Discriminatory; 
	1 Continuing Charge lasting 1 Turn (boatmen usually have 0-2 divining coins at any one 
	time; -1 1/4), Extra Time (1 Minute, Only to Activate, Character May Take No Other Actions, -1), 
	Precognition (-1), OAF Expendable (Easy to obtain new Focus (coin); coin rusts away after use; -1), 
	Time Modifiers (-1/2), Concentration (1/2 DCV; -1/4), [1 cc]
6	Alertness:  +2 PER with all Sense Groups
5	Darkvision:  Nightvision
25	Disguise Self:  Sight, Hearing, Smell/Taste and Touch Groups Images 1" radius, Reduced Endurance 
	(0 END; +1/2); No Range (-1/2)
8	Aquatic Nature:  LS  (Expanded Breathing (breathe oxygen/water); Safe in High Pressure; Safe in 
	Intense Cold)
11	Create Progeny:  Summon 200-point progeny, Slavishly Devoted (+1); Extra Time (1 Day, actually 
	time period is 1-4 days for a progeny to rise; -4), OAF Expendable (Extremely Difficult to obtain 
	new Focus; corpse of creature slain by the boatman; -2), END 8
	Notes:  A boatman can only have 6-8 of these beings at any one time.

	Talents
15	Blind-Fighting:  Combat Sense 12-
3	Aquatic Nature:  Environmental Movement (no penalties in water)

	Skills
10	Combat Expertise:  +2 with HTH Combat
4	Grappling:  +2 with Grab

5	Analyze:  Value (of objects) 13-
5	Concealment 13-
5	Conversation 13-
5	Sense Motive:  Interrogation 13-
	Notes:  Allows the Boatman to decide if he is being lied to through conversation and questions.
7	Persuasion 14-
5	Trading 13-
1	TF:  Small Rowed Boats

Total Powers & Skill Cost:  247
Total Cost:  324

75+	Disadvantages
0	Physical Limitation:  Human Size
15	Psychological Limitation:  Weakness For Deals And Haggling (Uncommon, Total)
234	Experience

324	Total Disadvantage Points

Ecology: Also known as “urshan” boatmen are supposedly born from the union of a man and a seawitch. They dwell in lakes, marshes, and rivers, where they offer to ferry travelers to the far side. They’re also known to hide among more legitimate ferrymen, finding safety in sheer numbers, but this is rare. Boatman taken passengers in order to feed on them, eventually downing them and raising them as undead progeny (use the zombie character sheet from the HERO System Bestiary to create a progeny).

Dregg can’t tolerate light, and becomes disoriented around strong lanterns and large bonfires. Their bodies will actually blister and burn if exposed to intense light such as sunlight. If out in the sun for too long, the dregg will collapse into a coma and remain there until sundown.

Personality/Motivations: Virtually all boatmen have a weakness for bargains and deals. If asked to haggle over the price of passage, the boatman will not attack, but instead put of his passengers imminent demise for a minute, or until a deal has been reached. The boatman will only accept the offer of some object of monetary or sentimental value, nothing else will do (GMs should have the boatman select something he could see as his victim entered the boat). Once the deal is reached, the boatman will abide by it for 24 hours, then he is free to do as he pleases.

Powers/Tactics: Boatmen usually appear as elderly ferrymen with a small boat. They’ll offer their services to a likely victim (usually found via Clairsentience) and then once he’s aboard, drop their disguise and sink the boat out in the middle of whatever body of water is being crossed. At the same time, the boatman will summon a could of fog and call forth his progeny to drag his victim under the water to be slain.

If pressed into hand-to-hand combat, the boatman will strike out with his hands, as the mere touch of a boatman can kill. They also can detect thoughts (also used to select victims) and create Divining Coins and use them to locate victims and hunting grounds. They are usually accompanied by 2-6 progeny..

Appearance: Boatmen appeared as twisted humanoids with long lank hair and breath that smells of the sea..

Designer's Notes: The Boatman’s 12 COM is debatable and might represent what it looks like in its shape-shifted form. Game Masters might want to drop is COM down to 6 and allow it to use its Images to make itself look more attractive/human.

The Boatman is found in the Monsternomicon V3.5, from Privateer Press. The Monsternomicon describes creatures from Privateer Press's Iron Kingdom's setting. This character sheet was developed based on material found on Killer Shrike's D&D 3e to HERO conversion webpage.

(Bridge Troll created by Privateer Press, character sheet created by Michael Surbrook)

Boatman Hero Designer File


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