Wednesday, October 28, 2015

"WHAT'S NUKED, SCOOBY-DOOMSDAY?" — GATOR GHOUL




Gator ghouls are bipedal crocodiloids that haunt toxic swamps and polluted bayous.  They are master skulkers and leering voyeurs, and have a propensity for blackmail, extortion, and espionage.

Gator ghouls relish visceral combat, but treacherously blind their foes before melee.

The unforgiving freaks never forget a slight.


Gator Ghoul
Attributes:  Agility d8Smarts d8Spirit d8Strength d10Vigor d10
Skills:  Climbing d6Fighting d10Intimidation d10, Investigation d6Notice d10Stealth d10, Swimming d8
Derived:  Pace 6Parry 7, Toughness 12 (4)
Hindrances:  Habit (Voyeur, Major), Vengeful (Major)
Special Abilities
  • Armor +4:  Scaly hide.
  • Aquatic:  Pace 8.
  • Blinding Eyes:  Gator ghouls discharge blinding light from their eyes in a Medium Burst Template.  Those affected must make an Agility roll at -2 to avert their gaze and avoid the effect (or -4 if the gator ghoul got a raise on the attack roll).  On a failure, victims are Shaken and -2 to Parry until their next action.  If the victim rolls a 1 on his Agility die (regardless of the Wild Die), they're Shaken and fully blind until recovering from being Shaken. Blinded victims suffer a -6 penalty to all Trait rolls that require vision and have their Parry reduced to 2.
  • Claws & Jaws:  STR +d8.
  • Eye-Bolts:  Gator ghouls fire beams at 12 / 24 / 48 range that inflict 2d6 damage; RoF 2.
  • Fear -2:  A gator ghouls primordial perversity triggers Fear checks at -2.
  • Night-Vision:  Ignores penalties for Dim and Dark lighting.
  • Improved (Tail) Sweep:  May attack all adjacent characters at no penalty.
  • Tail Slap:  Gator ghouls lash out with their tails, doing STR damage and forcing victims to make a Vigor roll at -2 or be Shaken and unable to recover for 1d6 rounds.








[Inspired by The Scooby-Doo Show episode #3, "The Gruesome Game Of The Gator Ghoul" (1976)]

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