Pen & Paper - Spielsysteme > Savage Worlds

Radulfs SaWo Fantasy Monster Club

<< < (2/7) > >>

Radulf St. Germain:

--- Zitat von: Vasant am 23.01.2021 | 13:09 ---Wünsche: Wenn du Lust drauf hast, würde ich mich über Werte für die Monster aus Belchions Monsterhandbuch freuen.

--- Ende Zitat ---

Danke für die Hinweise. Chain... das wäre auch ganz witzig aber tatsächlich ist chain mail gemeint. Die Monster schaue ich mir gerne mal an. Das ist eine gute Auswahl an Klassikern.

Radulf St. Germain:
Bugbear
The hairy creatures are larger cousins of goblins that have surprising strength and stealth. A bugbear is an appropriate challenge for a single novice character (if that character has a weapon that deals the appropriate level of damage).
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d10, Vigor d10
Skills: Athletics d6, Common Knowledge d4, Fighting d10, Notice d6, Persuasion d4, Shooting d8, Stealth d8, Thievery d6
Pace: 6; Parry: 7; Toughness: 11 (3), Size: +1
Hindrances: -
Edges: Brawny, Assassin (+2 damage to foes that are vulnerable or that you have the drop on)
Equipment: Large club (1d10+1d8), Long bow (2d6, 15/30/60), rag-tag armor (3 armor, body and legs)

Radulf St. Germain:
Fishman
Evil creatures living in the depth of the sea. These creatures are immune to lightning damage but are easy to defeat even for novice characters.
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Athletics d6, Common Knowledge d6, Fighting d6, Notice d6, Persuasion d4, Shooting d6, Stealth d4
Pace: 4 (swim 6); Parry: 5/6; Toughness: 7 (2)
Hindrances: Phobia (fire, -1 on checks)
Edges/Special Abilities:  Immunity (Electricity), aquatic
Equipment: Spear (2d6, +1 parry, 2H), shark leather armor (+2, torso), sling (d6+d4, 4/8/16)

Radulf St. Germain:
Carrion Canker
Carrion cankers are primarily scavengers that are found deep underground. They are human-sized worms with many small legs. Around their mouth are six long tentacles that can stun those they hit.
The creatures will fight most often if they feel cornered or think they might score an easy kill. Their many tentacles and their ability to strike those that come too close make them formidable damage dealers. However, if ranged attacks are available, its slow speed makes the creature quite vulnerable. Also, they will shy away from strong opposition, so a fight to the death is rare in such instances.

Attributes: Agility d6, Smarts d4 (A), Spirit d6, Strength d8, Vigor d8
Skills: Athletics d8, Fighting d10, Notice d8, Stealth d6
Pace: 4 (d4); Parry: 9; Toughness: 7 (1)
Hindrances: -
Edges/Special Abilities:  6 Tentacles (can be used for 6 attacks, can be cut off with a called shot that exceeds toughness), Stun (a creature wounded or shaken by a tentacle attack must make a Vigor check or be stunned for 2d6 turns), Quick (discard action cards of 5 or lower), Improved First Strike (free attack against up to three foes that move into range)
Equipment: Tentacles (d8+d4, reach 2), tough hide (+1)

Radulf St. Germain:
Centaur
Centaurs are fast skirmishers that use bows and spears to attack quickly and keep save distance when necessary. The typical centaur is not a formidable foe by itself but a herd can be quite a danger if angered.

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d8
Skills: Athletics d8, Common Knowledge d6, Fighting d8, Taunt d8, Notice d6, Persuasion d4, Shooting d8, Stealth d4
Pace: 10 (d8); Parry: 6/7; Toughness: 8, Size: +2
Hindrances: -
Edges/Special Abilities: -
Equipment: Hooves (d6+d4), short bow (2d6, 12/24/48), spear (2d6, +1 parry, 2H)

Centaur Chieftain
Centaur chieftains command a herd. They are decent fighters by themselves but their true strength lies in leading their herd.

Attributes: Agility d8, Smarts d8, Spirit d6, Strength d6, Vigor d8
Skills: Athletics d8, Battle d8, Common Knowledge d8, Fighting d10, Taunt d8, Notice d6, Persuasion d4, Shooting d8, Stealth d4
Pace: 10 (d8); Parry: 7/8; Toughness: 11 (8), Size: +2
Hindrances: -
Edges/Special Abilities:  Command (all extra allies within 10” get +1 to recover from being shaken), Command Presence (already included), Inspire (Once per turn, may roll Battle skill to Support one  type of Trait roll for everyone within 10”)
Equipment: hooves (d6+d4), short bow (2d6, 12/24/48), spear (2d6, +1 parry, 2H), chain mail (head, body, and arms, +3 armor)

Navigation

[0] Themen-Index

[#] Nächste Seite

[*] Vorherige Sete

Zur normalen Ansicht wechseln