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Old 04-27-2017, 09:19 AM   #2
A Ladder
 
Join Date: Dec 2012
Default Re: [Basic] Realistic Low Tech Challengers

(Part 2!)
Knight Templar
ST: 12 HP: 12 Speed: 5.25
DX: 11 Will: 10 Move: 3
IQ: 10 Per: 10
HT: 10 FP: 10 SM: 0
Dodge: 6+2 Parry/Block: 9+2 DR: 4/2 (see notes)
Broadsword (13): 1d+3 cutting or 1d+1 impaling.
Spear (13): 1d+1 impaling.
Traits: Fit.
Skills: Broadsword-13, Lance-13, Shield-13, Spear-13, Soldier-10, Riding-13, Wrestling-11.
Class: Mundane.
Notes: Move and dodge reduced from encumbrance. Makes HT rolls at 11, due to Fit. The knight Templar only has DR 4/2 on the arms, groin, legs, and torso, DR 6 on the skull and face, DR 4 on their hands, and DR 2 on their feet.
Noteable gear includes: Barrel Helm $240, 10 lbs; Boots $80, 3 lbs; Gauntlets $100, 2 lbs; Mail Leggings and Sleeves $180, 24 lbs; Mail Hauberk 4/2 $230, 25 lbs; Medium Shield $60, 15 lbs; Spear $40, 4 lbs; Thrusting Broadsword $600, 3 lbs.


Agincourt Knight
ST: 12 HP: 12 Speed: 5.25
DX: 11 Will: 10 Move: 2
IQ: 10 Per: 10
HT: 10 FP: 10 SM: 0
Dodge: 7+2 Parry/Block: 9+2 DR: 6 (see notes)
Broadsword (13): 1d+3 cutting or 1d+1 impaling.
Greatsword (13): 1d+5 cutting or 1d+2 impaling.
Lance (13): 1d+4 impaling for mounted combat at move 6.
Mace (13): 1d+5 crushing.
Traits: Fit.
Skills: Axe/Mace-13, Broadsword-13, Lance-13, Shield-13, Soldier-10, Two-Handed Sword-13, Riding-13, Wrestling-11.
Class: Mundane.
Notes: Move and dodge reduced from encumbrance while on foot. Makes HT rolls at 11, due to Fit. The Agincourt knight only has DR 6 on the arms, groin, legs, and torso, DR 7 on the face, neck, and skull, DR 5 on their hands, and DR 4 on their feet. The Agincourt knight rides a Warhorse (p. B460) equipped with full plate barding (p. B286), this puts the Warhorse into extra heavy encumbrance and brings their Move to 6.
Noteable gear includes: Greathelm $340, 10 lbs; Heavy Gauntlets $250, 2.5 lbs; Steel Corselet $1,300, 35 lbs; Lance $60, 6 lbs; Mace $50, 5lbs; Medium Shield $60, 15 lbs; Plate Arms and Legs $2,100 35 lbs, Sollerets $150, 7 lbs; Thrusting Broadsword $600, 3 lbs.
Large two-handed swords were in vogue at the time of the Agincourt Knight, if using those, replace the Broadsword and Shield with a Thrusting Greatsword $900, 7 lbs.

TL4
Caribbean Pirate
ST: 11 HP: 11 Speed: 5.00
DX: 10 Will: 10 Move: 5
IQ: 10 Per: 10
HT: 10 FP: 10 SM: 0
Dodge: 8 Parry: 9 DR: 0
Melee Weapons (12): Cutlass (1d+1 cutting or 1d-1 impaling), Saber (1d cutting or 1d impaling), or Knife (1d-1 cutting or 1d-1 impaling).
Pistol (12): Shot (2d-1 pi+) or Pistol Whip (1d+1 crushing).
Musket (12): 4d pi++.
Musket Clubbing (11): 1d+4 crushing.
Traits: None.
Skills: Boating (unpowered)-12, Boating (sailboat)-12, Brawling-11, Climbing-10, Fast-Draw (Ammo)-11, Guns (Musket)-12, Guns (Pistol)-12, Knife-12, Stealth-10, Two-Handed Axe/Mace-11. One of Saber-12 or Shortsword-12. Captains have Cartography-12, Navigation-12, Shiphandling-12, and Tactics-12.
Class: Mundane.
Notes: Pirates either have a Saber or a Cutlass. Only half of any group of pirates carry muskets.
Noteable gear includes: Flintlock Pistol $200, 3 lbs; Flintlock Musket $200, 13 lbs; Large Knife $40, 1 lb. A Cutlass $300, 2 lbs or a Saber $700, 2 lbs.

Royal Navy Seaman
ST: 11 HP: 11 Speed: 5.00
DX: 10 Will: 10 Move: 5
IQ: 10 Per: 10
HT: 10 FP: 10 SM: 0
Dodge: 8 Parry: 9 DR: 0
Melee Weapons (12): Hatchet (1d+1 cutting), Smallsword (1d impaling), Spear (two hands 1d+2 impaling).
Pistol (12): Shot (2d-1 pi+) or Pistol Whip (1d+1 crushing).
Musket (12): 4d pi++.
Musket Bat (11): 1d+4 crushing.
Traits: None.
Skills: Axe/Mace-12, Boating (unpowered)-12, Boating (sailboat)-12, Brawling-11, Fast-Draw (Ammo)-11, Guns (Musket)-12, Guns (Pistol)-12, Spear-12, Two-Handed Axe/Mace-11. Officers have Cartography-12, Navigation-12, Shiphandling-12, Smallsword-12 and Tactics-12.
Class: Mundane.
Notes: Seamen typically would use axes and spears in boarding action with pistols being rarely issued to them. Officers carry a pistol and a smallsword.
Noteable gear includes: Flintlock Pistol $200, 3 lbs; Flintlock Musket $200, 13 lbs; Hatchet $40, 2 lbs; Spear $40, 4 lbs; Smallsword $400, 1.5 lbs.

Musketeer of the Guard.
ST: 10 HP: 10 Speed: 5.00
DX: 10 Will: 10 Move: 4*
IQ: 10 Per: 10
HT: 10 FP: 10 SM: 0
Dodge: 7* Parry: 9 DR: 0
Melee Weapon (12): Rapier (1d-1 impaling) or Saber (1d-1 cutting or 1d-1 impaling).
Musket (12): 4d pi++.
Traits: None.
Skills: Fast-Draw (Ammo)-12, Guns (musket)-12, Riding-12. One of Rapier-12 or Saber-12.
Class:
Notes: Move and dodge reduced from encumbrance while on foot.
Noteable gear includes: Boots $80, 3 lbs; Matchlock Musket $150, 20 lbs. One of a rapier $500, 2.75 lbs or a saber $700, 2 lbs.

Ninja Saboteur. Sengoku period.
ST: 10 HP: 10 Speed: 5.25
DX: 11 Will: 11 Move: 5
IQ: 11 Per: 11
HT: 10 FP: 10 SM: 0
Dodge: 8 Parry: 9 DR: 0
Thrown Weapon (12): Small Knife (1d-3 impaling).
Staff (12): 1d+2 crushing.
Punch (12): 1d-2 crushing.
Throwing (12): Black Powder Bomb (3d cr ex [1d], fuse 3-5).
Traits: Fit and Flexibility.
Skills: Acting-12, Camouflage-13, Chemistry-12, Climbing-13, Disguise-13, Escape-13, Explosives (Fireworks)-13, Fast-Talk-12, Forced Entry-12, Forgery-12, Holdout-12, Hiking-11, Judo-12, Karate-12, Knife-12, Observation-12, Running-11, Staff-12, Stealth-13, Survival (Mountain, Forest, etc.)-12, Swimming-11, Thrown Weapon (Knife)-12, Throwing-12, Tracking-11.
Class: Mundane.
Notes: Ninjas are primarily used for scouting via espionage and use their infiltration skills to obtain vital information to pass on to others. Their other job was sabotage, typically from arson.
Noteable Gear includes: A disguise of some type, typically what a local peasant would wear $120, 2 lbs. Climbing gear $20, 4 lbs; Grapnel $20, 2 lbs; Personal Basics $5, 1 lb; Rope $5, 1.5 lbs. If they do carry weapons it would be items that any peasant was allowed to own, such as a quarterstaff ($10, 4 lbs) or a small knife ($30, 0.5 lbs). Saboteurs also carried bombs (use Black Powder p. B277), early smoke grenades (effects as per Smoke p. B439) and incendiaries to help them commit arson.

Ninja Assassin. Sengoku period.
ST: 10 HP: 10 Speed: 5.25
DX: 11 Will: 11 Move: 5
IQ: 11 Per: 11
HT: 10 FP: 10 SM: 0
Dodge: 8 Parry: 9 DR: 0
Blowpipe (12): 1d-3 pi-.
Thrown Weapon (12): Small Knife (1d-3 impaling) or Shuriken (1d-3 cutting).
Katana (12): 1d+1 cutting or 1d-1 impaling.
Punch (12): 1d-1 crushing.
Spear (12): 1d+1 impaling.
Short-bow (12): 1d-2 impaling.
Arsenic (HT-2): Digestive poison, one-hour delay, 1d toxic hourly, for eight cycles.
Cyanide (No HT roll to resist): Follow-up poison, 4d toxic.
Traits: Fit and Flexibility.
Skills: Acting-12, Blowpipe-12, Bow-12, Broadsword-12, Camouflage-13, Climbing-14, Disguise-13, Escape-14, Fast-Talk-12, Forced Entry-13, Holdout-12, Hiking-11, Judo-13, Karate-13, Knife-12, Observation-12, Poison-12, Running-11, Spear-12, Staff-12, Stealth-13, Survival (Mountain, Forest, etc.)-12, Swimming-11, Throwing-12, Thrown Weapon (Knife)-12, Thrown Weapon (Shuriken)-12, Tactics-11, Tracking-11.
Class: Mundane.
Notes: Assassin ninja typically attack from stealth, allowing them to Evaluate and then All-Out (Accurate) for Vitals, Neck, or Skull hits.
Noteable gear includes: A disguise of some type, typically what a local peasant would wear $120, 2 lbs. Climbing gear $20, 4 lbs; Grapnel $20, 2 lbs; Rope $5, 1.5 lbs. Assassins also employed various poisons: typically Arsenic or Cyanide (p. B439). Ninja carried eggshells filled with irritants to blind pursuers.
Choose two weapons from the following: blowpipe, katana, spear, short-bow, quiver/arrows, pouch/darts, throwing knife, shuriken

Sengoku period Samurai.
ST: 11 HP: 11 Speed: 5.25
DX: 11 Will: 10 Move: 2*
IQ: 10 Per: 10
HT: 10 FP: 10 SM: 0
Dodge: 5* Parry: 9 DR: 4 (see notes)
Katana (13): 1d+3 cutting or 1d impaling.
Longbow, Yumi (13): 1d+1 impaling.
Naginata (13): Polearm (1d+3 cutting or 1d+2 impaling), Two-Handed Sword (1d+4 cutting), Staff (1d+3 crushing or 1d+1 crushing)
Shortsword, wakizashi (13): 1d+1 cutting or 1d-1 impaling.
Traits: Fit.
Skills: Bow-13, Broadsword-13, Polearm-13, Riding-12, Shortsword-12, Staff-13, Two-Handed Sword-13.
Class: Mundane.
Notes: Move and dodge reduced from encumbrance while on foot. Makes HT rolls at 11, due to Fit. The samurai has DR 4 everywhere except for DR 2 on their feet. Equip the samurai with either a Naginata or a Longbow along with their Katana and Wakizashi. The samurai rides a Warhorse (p. B460) equipped with scale barding (p. B286), this puts the Warhorse into extra heavy encumbrance and brings their Move to 8.
Noteable gear includes: Boots $80, 3 lbs; Face Mask $100, 2 lbs; Gauntlets $100, 2 lbs; Hip Quiver $15, 1 lb; holding 20 arrows $40, 2 lbs; Katana $650, 5 lbs; Longbow $200, 3 lbs; Naginata $100, 6 lbs; Pot-Helm $100, 5 lbs; Scale Armor $420, 35 lbs, Scales Leggings and Sleeves $460, 35 lbs; Wakizashi $400, 2 lbs.
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Last edited by A Ladder; 04-27-2017 at 09:39 AM.
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