Attributes: Agility d4, Smarts d4, Spirit d8, Strength d8, Vigor d8
Skills: Fighting d8, Climbing d6, Notice d4, Intimidate d8
Pace: 6; Parry: 6; Toughness: 10 (1)
Edges: Frenzy, Level Headed
Special Abilities
• Claws: Str+d4; Blood Poisoning.
• Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
• Blood Poisoning: If shaken or wounded, make a Vigor roll or suffer a Short Term Debilitating Disease.
• Very Tough: +1 Toughness.
"Bwainsh, Bwainsh!"
Thursday, 14 November 2013
Spikeshell Warrior
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d6, Intimidation d4, Swimming d10, Throwing d4
Charisma: -; Pace: 5; Parry: 6; Toughness: 9 (3)
Hindrances: Bad Eyes (When out of water.)
Special Abilities
• Armour +3: Scales and Shell.
• Amphibious: Swimming Pace of 8", and cannot drown, but can also breathe air and survive indefinitely on land.
• Claws: Str+d6; Grab
• Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Gear: Club (Str+d6), Shield (+1 Parry)
"For Gojira!"
Skills: Fighting d6, Intimidation d4, Swimming d10, Throwing d4
Charisma: -; Pace: 5; Parry: 6; Toughness: 9 (3)
Hindrances: Bad Eyes (When out of water.)
Special Abilities
• Armour +3: Scales and Shell.
• Amphibious: Swimming Pace of 8", and cannot drown, but can also breathe air and survive indefinitely on land.
• Claws: Str+d6; Grab
• Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Gear: Club (Str+d6), Shield (+1 Parry)
"For Gojira!"
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