Dieselpunks

Dieselpunk + Steampunk Culture

Dark City

CR1

  • Stray dog

Strength:6

Perception:6

Endurance:6

Intelligence:1

Charisma:

Agility:6

Luck:8

-HP: 4(1d6 if randomized)

attack: 1d4

initiative: 7

Dodge:4

AC:12

Attack: (1d6) +3

Critical %: 16

Perks

Go for Throat: double critical than normal.

Tracking: can follow you by scent (avoids "no light" penalty unless scent is hidden)

  • Hobo

Strength:8

Perception:3

Endurance:6

Intelligence:2

Charisma:5

Agility:3

Luck:3

HP:12(2d8)

AC:12

attack: unarmed 1d8 +2

Accuracy penalty: -2

critical %: 3

Perks

Always Drunk: Their strength will never go under 8, but their perception and agility can never go above 3. Every attack roll is reduced by two(-2).

Hindrance

bum leg: Movement is never silent and any physical attack over 5 damage will knock them down(auto trip). 

Decomocracy

  • Mummy Minion

Strength:6

Perception:3

Endurance:8

Intelligence:3

Charisma:1

Agility:1

Luck:4

HP:8(1d10)

AC:10

Accuracy penalty: -2

critical %: 4

Attacks

unarmed swipe: 1d6

grapple:  1d3 (roll check 12)

Bite(must grapple check first): 1d10

Special Attacks

Scary Face: roll a d20. Anyone in sight must roll a d20 as well. Whoever's roll is under your's is given a Terror penalty(unable to move or attack) for 1 turn.

Perks

Flesh Eater: Any damage done by Bite will heal the attacker by half the damage dealt. Only works on flesh made opponents. 

Still going: Immune to bleeding and crippled limb stun.

Horrifying: Normal citizens will run at the sight of you. Able to use the skill Scary Face.

Hindrance

Frail Frame: Having no muscle, Frail Frame causes you to be stunned for 1 turn when given damage equal or more than 3. 

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