Difference between revisions of "DemonRebels"
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Attributes: Strength 6, Dexterity 6, Stamina 6; Charisma 2, Manipulation 4, Appearance 1; Perception 5, Intelligence 4, Wits 6<br> | Attributes: Strength 6, Dexterity 6, Stamina 6; Charisma 2, Manipulation 4, Appearance 1; Perception 5, Intelligence 4, Wits 6<br> | ||
Virtues: Compassion 1, Conviction 4, Temperance 1, Valor 5<br> | Virtues: Compassion 1, Conviction 4, Temperance 1, Valor 5<br> | ||
− | Abilities: | + | Abilities: Athletics 5, Awareness 5, Craft (Fire) 3, Craft (Earth) 4, Dodge 6, Integrity 2, Linguistics 2, Martial Arts 6, Melee 6 (Sword +2), Occult 4, Performance 4, Presence 6, Resistance 4, Socialize 6, Stealth 4, Thrown 6, War 6<br> |
Join Battle: 11<br> | Join Battle: 11<br> | ||
Attacks:<br> | Attacks:<br> | ||
− | Brass Sword: | + | Brass Sword: Speed 4, Accuracy 15, Damage 8L, Defense 13, Rate 2<br> |
+ | Javelin: Speed 4, Accuracy 13, Damage 9L, Rate 2, Range 30<br> | ||
Soak: 18B/15L (Brass articulated plate, 12L/14B, -2 mobility penalty, Hardness: 8L/8B)<br> | Soak: 18B/15L (Brass articulated plate, 12L/14B, -2 mobility penalty, Hardness: 8L/8B)<br> | ||
Health Levels: -0/-1/-1/-1/-1/-2/-2/-2/-2/-2/-4/ Incap<br> | Health Levels: -0/-1/-1/-1/-1/-2/-2/-2/-2/-2/-4/ Incap<br> | ||
+ | Parry DV: 7<br> | ||
Dodge DV: 8/6<br> | Dodge DV: 8/6<br> | ||
Willpower: 9<br> | Willpower: 9<br> | ||
Line 45: | Line 47: | ||
Hesitation: 2 | Hesitation: 2 | ||
− | + | Join War: 9<br> | |
+ | Brass Sword: Speed 4. 15 dice + 3 successes. 10L.<br> | ||
+ | Thrown Javelin: Speed 4. 13 dice + 2 successes. 11L. (ONE shot only)<br> | ||
+ | Parry DV: 8 (add +1 or more from Target Shield when appropriate)<br> | ||
+ | Dodge DV: 5 (add +1 or more from Target Shield when appropriate)<br> | ||
+ | Soak: 18B/15L.<br> | ||
+ | HL: 12 boxes.<br> | ||
− | + | Fatigue checks: Charisma + War = 8 dice. Compare to Fatigue value of Armor (no armor = 0) + modifiers (p. 169, left column), minimum difficulty 1. Fail and lose 1 Endurance. When Endurance = 0, everything is at -2 dice.<br> | |
− | + | ||
+ | Rout / Hesitation? checks: Roll Morale + Drill - Magnitude (2 dice) and compare to difficulty (p. 169, right column). Fail and you lose a Magnitude.<br> | ||
=== Erymanthoi Scale (20 Blood Apes) === | === Erymanthoi Scale (20 Blood Apes) === | ||
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Virtues: Compassion 1, Conviction 3, Temperance 1, Valor 4<br> | Virtues: Compassion 1, Conviction 3, Temperance 1, Valor 4<br> | ||
Abilities: Athletics 4 (Feats of Strength +1) (Brachiation +2), Awareness 3, Dodge 3, Integrity 2, Martial Arts 4 (Claws +1), Melee 2 (Club +2), Presence 2 (Intimidation +2), Resistance 3, Stealth 2, Survival 2, Thrown 2<br> | Abilities: Athletics 4 (Feats of Strength +1) (Brachiation +2), Awareness 3, Dodge 3, Integrity 2, Martial Arts 4 (Claws +1), Melee 2 (Club +2), Presence 2 (Intimidation +2), Resistance 3, Stealth 2, Survival 2, Thrown 2<br> | ||
+ | |||
+ | (Special note: for added challenge, add War 1 (Frenzy +1). Frenzy being defined as having no tactics nor strategy, taking no order from above, just kill the nearest enemy and eat. They can be commanded to execute a certain order, but then specialty doesn't apply). | ||
+ | |||
Join Battle: 6<br> | Join Battle: 6<br> | ||
Attacks:<br> | Attacks:<br> | ||
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Usual formation: Unordered | Usual formation: Unordered | ||
+ | |||
+ | Join War: 9<br> | ||
+ | Bone Club: Speed 7. (5 dice + 4 success from War without spec) or (6 dice + 5 successes with spec). 11B.<br> | ||
+ | Claw: Speed 5. (5 dice + 4 success from War without spec) or (6 dice + 5 successes with spec). 11L.<br> | ||
+ | Parry DV: 2 or 3 (if specialty applies)<br> | ||
+ | Dodge DV: 4<br> | ||
+ | Soak: 8L/10B.<br> | ||
+ | HL: 9 boxes.<br> | ||
+ | |||
+ | Fatigue checks: None. Demons do not get tired.<br> | ||
+ | |||
+ | Rout / Hesitation? checks: Roll Morale + Drill - Magnitude (3 dice) and compare to difficulty (p. 169, right column). Fail and you lose a Magnitude. This should be checked only rarely though. Most things will not faze a demon.<br> |
Latest revision as of 04:26, 30 April 2007
Contents
Rebel Band
Soldier stats
Attributes: Strength 3, Dexterity 2, Stamina 3; Charisma 2, Manipulation 2, Appearance 2; Perception 2, Intelligence 2, Wits 2
Virtues: Compassion 2, Conviction 3, Temperance 2, Valor 3
Abilities: Athletics 2, Awareness 2, Bureaucracy 1, Craft (Fire) 1, Dodge 3, Integrity 1, Linguistics 1, Martial Arts 2, Medicine 1, Melee 3, Occult 1, Presence 1, Resistance 2, Socialize 1, Stealth 2, Survival 1, Thrown 2, War 3
Join Battle: 4
Attacks:
Punch: Speed 5, Accuracy 5, Damage 3B, Defense 6, Rate 3
Kick: Speed 5, Accuracy 4, Damage 6B, Defense 2, Rate 2
Clinch: Speed 6, Accuracy 4, Damage 3B, Defense --, Rate 1
Short Spear: Speed 5, Accuracy 7, Damage 7L, Defense 6, Rate 2
Javelin: Speed 4, Accuracy 5, Damage 6L, Rate 2, Range 30
Soak: 0L/3B (Unarmored; Target Shield, +1DV, -1 Mobility Penalty)
Health Levels: -0/-1/-1/-2/-2/-4/ Incap
Dodge DV: 2/1
Willpower: 6
Essence: 1
Leader: Sumakh, demon-blessed warrior
Attributes: Strength 6, Dexterity 6, Stamina 6; Charisma 2, Manipulation 4, Appearance 1; Perception 5, Intelligence 4, Wits 6
Virtues: Compassion 1, Conviction 4, Temperance 1, Valor 5
Abilities: Athletics 5, Awareness 5, Craft (Fire) 3, Craft (Earth) 4, Dodge 6, Integrity 2, Linguistics 2, Martial Arts 6, Melee 6 (Sword +2), Occult 4, Performance 4, Presence 6, Resistance 4, Socialize 6, Stealth 4, Thrown 6, War 6
Join Battle: 11
Attacks:
Brass Sword: Speed 4, Accuracy 15, Damage 8L, Defense 13, Rate 2
Javelin: Speed 4, Accuracy 13, Damage 9L, Rate 2, Range 30
Soak: 18B/15L (Brass articulated plate, 12L/14B, -2 mobility penalty, Hardness: 8L/8B)
Health Levels: -0/-1/-1/-1/-1/-2/-2/-2/-2/-2/-4/ Incap
Parry DV: 7
Dodge DV: 8/6
Willpower: 9
Essence: 3 (Essence Pool: 39 (45))
MC Stats for unit:
Magnitude 3 (150 troops)
Drill: 2
Endurance: 5
Might: 0
Close Combat Rating: 3
Close Combat Damage: 2
Ranged Combat Rating: 2
Ranged Combat Damage: 2
Armor: 0 (Mobility Penalty -1)
Morale: 3
Hesitation: 2
Join War: 9
Brass Sword: Speed 4. 15 dice + 3 successes. 10L.
Thrown Javelin: Speed 4. 13 dice + 2 successes. 11L. (ONE shot only)
Parry DV: 8 (add +1 or more from Target Shield when appropriate)
Dodge DV: 5 (add +1 or more from Target Shield when appropriate)
Soak: 18B/15L.
HL: 12 boxes.
Fatigue checks: Charisma + War = 8 dice. Compare to Fatigue value of Armor (no armor = 0) + modifiers (p. 169, left column), minimum difficulty 1. Fail and lose 1 Endurance. When Endurance = 0, everything is at -2 dice.
Rout / Hesitation? checks: Roll Morale + Drill - Magnitude (2 dice) and compare to difficulty (p. 169, right column). Fail and you lose a Magnitude.
Erymanthoi Scale (20 Blood Apes)
Led by one of their own.
Blood Ape Stats
Attributes: Strength 6, Dexterity 4, Stamina 5; Charisma 1, Manipulation 2, Appearance 1; Perception 3, Intelligence 2, Wits 3.
Virtues: Compassion 1, Conviction 3, Temperance 1, Valor 4
Abilities: Athletics 4 (Feats of Strength +1) (Brachiation +2), Awareness 3, Dodge 3, Integrity 2, Martial Arts 4 (Claws +1), Melee 2 (Club +2), Presence 2 (Intimidation +2), Resistance 3, Stealth 2, Survival 2, Thrown 2
(Special note: for added challenge, add War 1 (Frenzy +1). Frenzy being defined as having no tactics nor strategy, taking no order from above, just kill the nearest enemy and eat. They can be commanded to execute a certain order, but then specialty doesn't apply).
Join Battle: 6
Attacks:
Claw: Speed 5, Accuracy 9, Damage 8L, Defense 8, Rate 2
Bone Club: Speed 7, Accuracy 8, Damage 8B, Defense 6, Rate 1
Soak: 6L/8B (Tough Hide, 3L/3B)
Health Levels: -0/-1/-1/-1/-2/-2/-2/-4/ Incap
Dodge DV: 5
Willpower: 7
Essence: 2, Essence Pool: 65
Cost to Materialize: 45
MC stats
Magnitude 2 (20 apes)
Drill: 1
Might: 3
Close Combat Rating: 4
Close Combat Damage: 3
Ranged: NA
Armor: 2
Morale: 4
Endurance: 6
Usual formation: Unordered
Join War: 9
Bone Club: Speed 7. (5 dice + 4 success from War without spec) or (6 dice + 5 successes with spec). 11B.
Claw: Speed 5. (5 dice + 4 success from War without spec) or (6 dice + 5 successes with spec). 11L.
Parry DV: 2 or 3 (if specialty applies)
Dodge DV: 4
Soak: 8L/10B.
HL: 9 boxes.
Fatigue checks: None. Demons do not get tired.
Rout / Hesitation? checks: Roll Morale + Drill - Magnitude (3 dice) and compare to difficulty (p. 169, right column). Fail and you lose a Magnitude. This should be checked only rarely though. Most things will not faze a demon.