Sharkman
Wild Card
Attributes: Agility d6, Smarts d4, Spirit d8, Strength d12+2, Vigor d10
Skills: Fighting d6, Notice d8, Tracking d8, Swimming d10
Charisma: -; Pace: 6; Parry: 5; Toughness: 10 (1)
Edges: Frenzy, Nerves of Steel
Special Abilities
• Armour +1: Sharkskin.
• Bite: Str+d6.
• Low Light Vision: No penalties for dim or dark lighting.
• Blindsense: Can sense and approximately pinpoint things within 6", attacks using blindsense are made at -2.
• Scent:
Can navigate, track and detect creatures by scent (range 6", halved for
upwind and doubled for downwind, doubled again for very strong scents).
Only adjacent creatures can be pinpointed accurately.
• Amphibious: Swimming Pace of 10", and cannot drown, but can also breathe air and survive indefinitely on land.
• Hardy: A second Shaken result doesn't become a wound.
• Size +2: Increases Toughness by +2.
"Feed me!"
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