Attributes: Agility: d10, Smarts: d6, Spirit: d6, Strength: d6, Vigor: d8
Skills: Climbing: d6, Fighting: d10, Notice: d8, Shooting: d10, Stealth: d8, Survival: d8, Tracking: d8
Pace: 6, Parry: 6 [8 escudo], Toughness: 6(1)
Edges: Marksman (+1 disparar, o ignorar 2 penalizaciones), Woodsman
Hindrances: All Thumbs, Cautious
Gear: Leather armor (+1), Speat (Str+d6), long bow (Range: 15/30/60, Damage: 2d6), Medium Shield (+2 Parry, -2 cover)
Myhal Melithaltindre (Wild Card)
Attributes: Agility d8, Smarts d6, Spirit d10, Strength d4, Vigor d8
Skills: Athletics: d4, Common Knowledge: d4, Fighting: d6, Hacking: d4, Notice: d4, Persuasion: d4, Research: d4, Spellcasting: d12, Stealth: d4, Survival: d6
Pace: 6, Parry: 5, Toughness: 9 (1)
Powers:
Bolt (SWADE p156):2d6 ranged attack
Fear (SWADE p161): Causes Fear check.
Havoc (SWADE p162): Targets in MBT are Distracted and may be hurled
Kra'Tah (Wild Card)
Agility d6, Smart d6(A), Spirit d10, Strength d12+6, Vigor d12
Pace 6, Parry 7, Tougness 18(4)
Atletics d8, Figthing d12, Intimidation d10, Notice d8, Stealth d6)
Combate: Mordisco d8+Str, Tentaculos d8+Str+Paralisis
por cierto, el parry del bicho no deberia ser 8 (o 6, si cuentas size)
Ummm.... ehhhh.... estooo..... los bichos no tienes porque seguir las mismas normas que los PJs. Eso, eso!!! ;P.
Que si, que me he despistado. Ahora ya da igual.
Galera de rio
Size: 8 (Escala: 4)
Handling: -1
Top Speed 10.
Tougness 10(2) Heavy armoe
Crew 2+10
Has both oars and sails.
Armas:
Catapulta: 3d6 HW AP4. Range 24/48/96. Reload 5 minutes.
Argenta:
Agility d8, Smart d10, Spirit d10, Strength d12+3, Vigor d12
Pace 6, Parry 7, Tougness 10
Athletics d8, Common Knowledge d10, Figthing d10, Intimidation d12, Notice d8, Persuasion d12, Shooting d8, Stelth d10
Edges: Improved Frenzy
Habilidades especiales:
Invulnerability: Argenta can only be slain by ... or ... (see those Weaknesses, below). They may be Shaken by other attacks, but never Wounded.
Charm: Argenta can use the puppet power using her Smarts as their arcane skill. She can cast and maintain the power indefinitely, but may only affect one target at a time.
Bite/Claws: Str + d4
Undead: +2 Toughness; +2 to recover from being Shaken; no additional damage from Called Shots; ignores 1 point of Wound penalties; doesn't breathe; immune to disease and poison.
Weakness (Sunlight): Argenta burn in sunlight. They take 2d4 damage per round until they are ash. Armor protects normally.