AOD

Due to a small communication issue with an artist (our fault, not his) Serpents Scales #1 (Both Savage Worlds and HERO versions) will be on sale tomorrow at noon EST. Honest.

Here’s a little snippet of what’s to come:

Night-Rider

This is a local Klansman, possibly not connected with Birmingham or any larger Klan group. He rides out on Klan business, and his familiarity with the ground and with hunting weapons make him a surprisingly formidable irregular.

Savage Worlds Statistics

Attributes: Agility d6, Smarts d4, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Guts d4, Intimidation d6, Notice d6, Riding d8, Shooting d6, Stealth d6, Survival d8, Taunt d6, Tracking d8
Charisma: 0     Pace: 6     Parry: 5     Toughness: 5
Edges: Woodsman (in local area only)
Hindrances: Callous
Gear: Hunting rifle or shotgun; cavalry saber or hunting knife

Notes

  • Big Stupid Hood: If the GM wants to give the heroes an edge against a pursuing squad of Klansmen, note that wearing white robes at night gives a -2 to a night-rider’s Stealth, pretty much wiping out the advantage of darkness. The hood also restricts peripheral vision; -1 to visual Notice checks.
  • Big Scary Hood: The reason night-riders wear the robes and hood, of course, is that they don’t intend to hide. The uniform exists to frighten (supposedly) superstitious blacks into thinking that the Klan are ghosts or specters. Whether that works or not, it does add +2 to the Klansman’s Intimidation and Taunt tests against locals if the Klan has already committed an un-answered outrage (cross-burning, lynching, etc.) in the area and gotten away with it.
  • Occasional Armor: Every so often, a night-rider puts on a chain mail vest (+2 Armor) under his robes. Klansmen are often wannabe medieval screwheads to begin with, and an increasing number of scrapes come down to steel instead of shot in the rural South. Depending on how primitive the GM feels like making the local community, 1 in 4 or 1 in 6 night-riders wear chain mail. (1 in 10 in the Grand Kounty itself.)

HERO 6th Edition Statistics

STR: 10 DEX: 10 CON: 11 INT: 8 EGO: 8 PRE: 10
OCV: 4 DCV: 4 OMCV: 3 DMCV: 3 Spd: 2
PD: 3 ED: 2 REC: 4 END: 20 BOD: 10 Stun: 20
Advantages: AK: Local Area 11-, Interrogation 11-, Riding 11-, Stealth 11-, Survival (Subtropical) 11-, Tracking 12-, TF: Horses, WF: Blades, Small Arms.
Complications: Psychological (Callous), Psychological (Klan Believer)
Gear: Hunting rifle or shotgun; cavalry saber or hunting knife

Notes

  • Big Stupid Hood: If the GM wants to give the heroes an edge against a pursuing squad of Klansmen, note that wearing white robes at night gives a -2 to a night-rider’s Stealth, pretty much wiping out the advantage of darkness. The hood also restricts peripheral vision; -1 to sight PER checks.
  • Big Scary Hood: The reason night-riders wear the robes and hood, of course, is that they don’t intend to hide. The uniform exists to frighten (supposedly) superstitious blacks into thinking that the Klan are ghosts or specters. Whether that works or not, it does add +2d6 to the Klansman’s PRE Attacks against locals if the Klan has already committed an un-answered outrage (cross-burning, lynching, etc.) in the area and gotten away with it.
  • Occasional Armor: Every so often, a night-rider puts on a chain mail vest (4 PD/4 ED, Required Roll 12-) under his robes. Klansmen are often wannabe medieval screwheads to begin with, and an increasing number of scrapes come down to steel instead of shot in the rural South. Depending on how primitive the GM feels like making the local community, 1 in 4 or 1 in 6 night-riders wear chain mail. (1 in 10 in the Grand Kounty itself.)
  1. 2 Responses to “Small Serpent Scales S.N.A.F.U”

  2. Having read over both stat blocks, I’m glad I’m playing Savage Worlds…;)

    By Geoff Nelson on Feb 23, 2010

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  2. Feb 23, 2010: Savage Mondays – February 22, 2010 | Apathy Games

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