Wednesday 19 June 2013

Mummy Champion

Attributes: Agility d8, Smarts d4, Spirit d12, Strength d12+4, Vigor d12+2
Skills: Fighting d8, Notice d12+1, Perform d8, Stealth d10
Charisma: +2; Pace: 5; Parry: 7; Toughness: 14 (1)

Edges: Acrobatic, Ambidexterous, Brawny, Florentine, Level Headed, Two-Fisted

Gear: Light Armour(+1), Twin Khopeshs (Str+d8),

Special Abilities:
• Fist:
Str+d6; Mummy Rot.
• Soulvision: No vision penalties for darkness
• Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers.
• Champion of Shadows: +2 Damage/Toughness vs supernatural good.
• Weakness: Fire (double damage). Very Flammable (Catch light on exposure to fire 4+ on a d6)
• Mummy Rot: Opponents shaken or wounded must make a Vigor roll at the beginning of each turn until they get a raise. On a failure, they suffer a wound as their flesh melts and rots.
• Toughness: +1 Toughness.

2 comments:

  1. Replies
    1. Mostly its to make up for the fact that fire takes him apart [9 fire damage doubled to 18 is a kill] And he's stupid without being Hardy.

      Which means it can probably walk through Pistol fire, but has a reasonable chance to go down to a Smarts trick and a torch to the face.

      Torches do Str+d4 and ignite combustible targets for d10 per round.

      I'll add a note they are very combustible.

      Delete