Thursday, December 29, 2011

Hounds of Tindalos

Updating on Tuesdays got away from me somewhat.

Without further ado, here's a couple of the notes I jotted down for what was supposed to be a holiday game except I got too tired to run it. The full adventure may be available soon.

Hounds of Tindalos
"All the evil in the universe was concentrated in their lean, hungry bodies. Or had they bodies? I saw them only for a moment, I cannot be certain."
Attributes: Ag d8, Str d8, Sm d6, Sp d6, Vg d6
Skills: Fighting d8; Notice d8; Stealth d8
Pace 8; Parry 6; Toughness 7 (2)
Edges: Berserk, Combat Reflexes, Dodge
Special Abilities:
Armor: Incorporeal, +2 Armor
Bite, Claws: d8+d6, AP 2
Fleet Footed: +2 Pace, d10 Running die
Go For The Throat: Hounds of Tindalos seek out their opponent’s weak spots. On a Raise on the attack roll, they hit their opponent’s least-armored location.
Teleport: Hounds do not provoke free attacks when withdrawing. They ignore height modifiers and simply appear up to 8 game inches away from their prior location. Hounds may take a full action and “run” just like anyone else.

Attributes: Ag d6, Sm d6, Sp d8, St d6, Vg d6
Skills: Fighting d6, Notice d6, Shooting d6, Stealth d6
Pace 6; Parry 6; Toughness 5
Edges: Block, Level Headed, Musketeer, Quick Draw
Musket (2d8, AP 1, 10/20/40, Reload 2)
Bayonet (Str+d4, Reach 1)
1 in 6 will have the Tracking skill at d6; if Redcoats need any other skill, there is a 10% chance that one of their number has it at d6.