Wednesday 19 June 2013

Dread Pirate Roberts, Esq.

Novice Human Pirate
Wild Card
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d8, Intimidation d6, Boating d6, Climbing d4, Notice d6, Shooting d8, Taunt d6
Charisma: -; Pace: 5; Parry: 7; Toughness: 7(1)
Hindrances:
Major Enemy(East india Company), Obese, Loyal
Edges: Acrobat, Steady Hands

Gear: Leather Coat (+1), Cutlass (Str+d6), Flintlock pistol (Shooting; range 5/10/20; 2d6+1), Rope, Grappling hook

Skeletal Guard

Attributes: Agility d8, Smarts d4, Spirit d6, Strength d8, Vigor d6
Skills: Fighting d6, Intimidation d6, Notice d6, Shooting d6
Charisma: -; Pace: 6; Parry: 6; Toughness: 7

Gear: Spear (Str+d6, Reach 1), Medium Shield (+1 Parry, +2 Armor vs ranged shots that hit in covered arc).

Special Abilities:
• Bony Claw:
Str+d4.
• Soulvision: No vision penalties for darkness.
• Fearless: Immune to fear and Intimidation.
• Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers.
• Immunity: Cold.

Per the core rules spear and shield can't be used together. Since a D6 weapon with reach 1 is less expensive in showdown than either a Spear or a Longsword, I feel it reasonable to assume that spears can be used 1 handed as a (Str+d6, Reach 1, Min Str d8) weapon. This is a moderately contenious issue.

A slight improvement over the standard Skeleton created by a Master Necromancer (Horror Companion p6)

Skeletal Warrior

Attributes: Agility d8, Smarts d4, Spirit d6, Strength d8, Vigor d6
Skills: Fighting d8, Intimidation d6, Notice d4, Shooting d6
Charisma: -; Pace: 6; Parry: 7; Toughness: 7

Gear: Longsword (Str+d8), Medium Shield (+1 Parry, +2 Armor vs ranged shots that hit in covered arc).

Special Abilities:
• Bony Claw:
Str+d4.
• Soulvision: No vision penalties for darkness.
• Fearless: Immune to fear and Intimidation.
• Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers.
• Immunity: Cold.

A slight improvement over the standard Skeleton created by a Master Necromancer (Horror Companion p6)

Mummy of Hakir

Attributes: Agility d6, Smarts d4, Spirit d10, Strength d12, Vigor d12
Skills: Fighting d6, Notice d12, Stealth d10
Charisma: -; Pace: 5; Parry: 5; Toughness: 12

Edges: Brawny

Special Abilities:
• Fist:
Str+d4; mummy rot.
• Soulvision: No vision penalties for darkness
• Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers.
• Weakness: Fire (double damage). Very Flammable (Catch light on exposure to fire 4+ on a d6)
• Mummy Rot: Victims 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.

Mummy Warrior

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

Edges: Brawny, First Strike, Level Headed

Gear: Light Armour(+1), Khopesh(Str+d8), Light Shield (+1 Parry, +1 Armor vs Missile attacks)

Special Abilities:
• Fist:
Str+d6; mummy rot.
• Soulvision: No vision penalties for darkness
• Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers.
• Weakness: Fire (double damage). Very Flammable (Catch light on exposure to fire 4+ on a d6)
• Mummy Rot: Victims 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.

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.