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The Executionercreated by David JoriaThough
warriors and challengers of the fierce are common, few are so Wounds: 1D6+
6 Equipment:
Dragoon (See Special Rules) After
the Executioner has attacked, roll 1D6. If
the score is greater than
or equal to the amount of wounds the creature has left, it is automatically
slain. If the score is less than
the number of wounds left,
than nothing happens to the creature. The Hand of Justice can only be
used once per turn and only against a Monster the Executioner attacked. Dragoon
Pistol
Executioner’s Advancements Battle Wounds: 2D6+8 Wpn./Bal. Skill: 4/5+ Luck: 1 Level Strength/Dice: 3/1 Toughness: 4 Willpower: 3 2 Initiative: 3 Attacks: 1 Pinning: 6+ Skills: 1 Gold: 2,000 Hand
Dice 1
Battle Wounds: 2D6+8 Wpn./Bal.
Skill: 4/4+ Luck: 1 Level Strength/Dice: 3/1 Toughness: 4 Willpower: 3 3 Initiative: 3 Attacks: 2 Pinning: 6+ Skills: 2 Gold: 4,000 Hand
Dice 2 Battle Wounds: 3D6+8 Wpn./Bal.
Skill: 4/4+ Luck: 2 Level Strength/Dice: 4/1 Toughness: 4 Willpower: 3 4 Initiative: 4 Attacks: 2 Pinning: 6+ Skills: 3 Gold: 8,000 Hand
Dice 2 Enemy’s
WS 1 2 3 4 5 6 7 8 9 10 To Hit
Foe 2 3 3 4 4 4 4 4 5 5 Battle Wounds: 3D6+8 Wpn./Bal.
Skill: 5/4+ Luck: 2 Level Strength/Dice: 4/2 Toughness: 4 Willpower: 4 5 Initiative: 4 Attacks: 3 Pinning: 5+ Skills: 4 Gold: 12,000 Hand
Dice 3 Enemy’s
WS 1 2 3 4 5 6 7 8 9 10 To Hit
Foe 2 2 3 3 4 4 4 4 4 4 Battle Wounds: 4D6+8 Wpn./Bal.
Skill: 5/3+ Luck: 2 Level Strength/Dice: 4/2 Toughness: 4 Willpower: 4 6 Initiative: 5 Attacks: 3 Pinning: 5+ Skills: 4 Gold: 18,000 Hand
Dice 3 Enemy’s
WS 1 2 3 4 5 6 7 8 9 10 To Hit
Foe 2 2 3 3 4 4 4 4 4 4 Battle Wounds: 4D6+8 Wpn./Bal.
Skill: 5/3+ Luck: 3 Level Strength/Dice: 4/2 Toughness: 4 Willpower: 4 7 Initiative: 5 Attacks: 3 Pinning: 5+ Skills: 5 Gold: 24,000 Hand
Dice 4 Enemy’s
WS 1 2 3 4 5 6 7 8 9 10 To Hit
Foe 2 2 3 3 4 4 4 4 4 4 Battle Wounds: 5D6+8 Wpn./Bal.
Skill: 6/3+ Luck: 3 Level Strength/Dice: 4/2 Toughness: 4 Willpower: 4 8 Initiative: 5 Attacks: 4 Pinning: 5+ Skills: 6 Gold: 32,000 Hand
Dice 4 Enemy’s
WS 1 2 3 4 5 6 7 8 9 10 To Hit
Foe 2 2 3 3 3 4 4 4 4 4 Battle Wounds: 6D6+8 Wpn./Bal.
Skill: 6/2+ Luck: 3 Level Strength/Dice: 4/3 Toughness: 4 Willpower: 4 9 Initiative: 6 Attacks: 4 Pinning: 5+ Skills: 6 Gold: 45,000 Hand
Dice 4 Enemy’s
WS 1 2 3 4 5 6 7 8 9 10 To Hit
Foe 2 2 3 3 3 4 4 4 4 4 Battle Wounds: 7D6+8 Wpn./Bal.
Skill: 6/2+ Luck: 3 Level Strength/Dice: 4/3 Toughness: 4 Willpower: 4 10 Initiative: 6 Attacks: 4 Pinning: 5+ Skills: 7 Gold: 50,000 Hand
Dice 5 Enemy’s
WS 1 2 3 4 5 6 7 8 9 10 To Hit
Foe 2 2 3 3 3 4 4 4 4 4 Advanced RulesHand of Justice Listed
above are the abilities of the Executioner. You
may notice that there
is a new line, “Hand Dice”. This
is the number of dice you roll for
the Hand of Justice. Since their is
more than one dice, the Hand of Justice
attack may affect more than one Monster if you wish. You
must nominate
how many dice you wish to attack each Monster with before you roll. However,
you may choose which dice score goes to whom. As
before, the
Executioner must be in base contact with the Monster, and the
score of one dice can only go to one Monster. Fear The Executioner’s presence in a settlement is disturbing to the occupants and can cause several strange affects. When you go to a store, roll 1D6.
Abilities Executioners
are simple folk and do not have many more advantages than a common
serf. Executioners are not too wise
and certainly know little of runes
and writing. They are also very
fit. The Games Keeper when determining
modifiers for tests should remember that executioners are good
physically and are good when dealing with “physical” Initiative.
They are also poor
with “intellectual” Initiative tests and are very bad when
determining the supernatural. Weapons and Armor Executioner’ are very flexible and can handle almost any item. The exceptions are plate armor and longbows. Every other item is acceptable for executioners to carry. Executioner’s Skills The
Executioner has the following skills available as he goes up in battle
levels. To determine which skills
he takes roll 2D6. 2 Mighty
Blow 3 Doom
strike 4 Run 5 Glance 6 Endure 7 Duck
back 8 Ambidextrous 10 Frenzy 2-4 -1
Result
11 Rapid
fire 12 Blood-fever |