Accursed: Banes of Loki
from Igor Kierlyuk's Gotham 1459 project |
The Nordheimer mercenaries that accompanied the Grand Coven already appeared odd to the Armies of Light -- their arms and armor were baroque and archaic compared to those of Morden -- so the appearance on the battlefield of men who seemed divided down the middle between armored warriors and primitive savages was first thought to be merely a Nordheim affectation. The champions of Morden were naturally taken aback when the first killing blow delivered to one of these bifurcated men meant he split apart into two hale and hearty warriors!
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, Vigor d8.
Skills: Athletics d6, Fighting d8, Intimidation d6, Notice d4, Shooting d6, Throwing d6.
Charisma: 0 Pace: 6 Parry: 6 or 7 (see below) Toughness: 8 (2; see below)
Hindrances: Loyal, Vengeful (Major)
Edges: Acrobat, Berserker, Combat Reflexes (see below).
Equipment: Brigandine armor, flintlock musket (2d8, ROF 1, 10/20/40, 2 actions to reload), Nordheim longsword (Str+d8), Nord axe (Str+d6, ROF 1, 3/6/12).
Special Abilities
- Bifurcation Berserkergang: When a Bifurserker is Incapacitated, he splits into two separate beings with their own Wound tracks. (Thankfully, most Bifurserkers are Extras.) These separated beings then go Berserk (as per the Edge) as they fight furiously to be recombined. While split, the savage warrior gains the benefits of the Acrobat Edge since he is no longer encumbered; his Parry increases to 7 while his Toughness decreases to 6. The civilized warrior retains the combined form's armored Parry and Toughness. Bifurserkers recombine 1d6 rounds after they win in battle; if one half has been killed, the other half dies when they are reunited.
You now have an excuse to watch The Lone Ranger (2013) |
What kind of mind warps harmless rabbits into pack-hunting carnivores? A mind like Loki's, that's what kind. Marcher Hares travel in packs of 3-12. They are opportunistic predators, scavenging when needed or stealing from humans. Like sharks, the scent of blood can drive them into a feeding frenzy.
Attributes: Agility d8, Smarts d4 (A), Spirit d10, Strength d4, Vigor d6.
Skills: Athletics d6, Fighting d6, Notice d6, Subterfuge d4.
Pace: 6 Parry: 5 Toughness: 3
Special Abilities
- Bite: Str+d4
- Pounce: Marcher Hares may leap 1d4" to gain a +4 to hit and damage. Parry is reduced by -2 until its next action.
- Size -2
- Small: Attackers subtract 2 from their attacks to hit.
The Great White Rabbit (WC)
Frightened rumor speaks of an albino Marcher Hare that hunts alone. This fearsome beast is gifted with preternatural strength and ferocity. The best thing to do if you encounter the Great White Rabbit is to run away.
Attributes: Agility d12, Smarts d8 (A), Spirit d12, Strength d4, Vigor d12+2.
Skills: Athletics d10, Fighting d12+2, Notice d10, Subterfuge d10, Tracking d12.
Pace: 8 Parry: 11 Toughness: 9
Special Abilities
- Bite: Str+d6
- Fleet Footed: The Great White Rabbit rolls a d8 when running.
- Go for the Throat: With a raise on its attack roll, the Great White Rabbit hits the target's most weakly armored location.
- Improved Block: As the Edge.
- Improved Dodge: As the Edge.
- Improved Frenzy: As the Edge.
- Improved Tough as Nails: As the Edge.
- Pounce: Marcher Hares may leap 1d4" to gain a +4 to hit and damage. Parry is reduced by -2 until its next action. Because of its size, it can easily pounce back and forth between man-sized targets in melee.
- Quick: As the Edge.
- Size -2
- Small: Attackers subtract 2 from their attacks to hit.
Damn straight! |
The following monsters from Savage Worlds Horror Companion make excellent Banes of the Warlock-Witch: Black Tree, Demon/Devil (Seducer), Dream Evil, Dreamreaver, Evil Clown, Goblin, Imp, Living Grimoire, Living Topiary, Rug Fiend, and Tainted Musician. GM's with access to the Savage Worlds Fantasy Companion may wish to add Giants (Fire, Frost).
Comments
Post a Comment