Gnoll Champion
Wild Card
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d10, Vigor d8
Skills: Fighting d8, Knowledge(Battle) d6, Notice d8, Persuasion d6, Stealth d6, Survival d6, Throwing d8, Tracking d6
Charisma: +2; Pace: 6; Parry: 7; Toughness: 10 (3)
Edges: Command, Charismatic, Dodge, Elan, Improved First Strike, Scavenger, Tactician.
Gear: Scalemail (+2), Large Shield (+2 Parry, +2
Armor to ranged shots that hit in arc), Battle Ax (Str+d8)
Special Abilities:
• Armour +1: Fur.
• Fast Runner: d8 running dice rather than d6.
• Low Light Vision: No penalties for dim or dark lighting.
• Size +1: Increases Toughness by +1.
"Funny you should,mention it, I do happen to have a key that looks to fit."
Monday, 2 December 2013
Minotaur
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d12, Vigor d10
Skills: Fighting d8, Intimidation d6, Notice d10, Stealth d4, Survival d10
Pace: 6; Parry: 5; Toughness: 9
Edges: Berserk
Special Abilities
• Horns: Str+d6.
• Maze Sense: Can make a Smarts roll at +2 to solve any maze.
• Gore: +4 damage when first moving adjacent to foe.
• Hardy: A second Shaken result doesn't become a wound.
• Size +2: Eight foot tall. Increases Toughness by +2.
Gear: Greataxe (Str+d10; Parry -1)
"Rarrgh."
Skills: Fighting d8, Intimidation d6, Notice d10, Stealth d4, Survival d10
Pace: 6; Parry: 5; Toughness: 9
Edges: Berserk
Special Abilities
• Horns: Str+d6.
• Maze Sense: Can make a Smarts roll at +2 to solve any maze.
• Gore: +4 damage when first moving adjacent to foe.
• Hardy: A second Shaken result doesn't become a wound.
• Size +2: Eight foot tall. Increases Toughness by +2.
Gear: Greataxe (Str+d10; Parry -1)
"Rarrgh."
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