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.
The unforgiving freaks never forget a slight.
Gator Ghoul
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d10, Vigor d10
Skills: Climbing d6, Fighting d10, Intimidation d10, Investigation d6, Notice d10, Stealth d10, Swimming d8
Derived: Pace 6, Parry 7, Toughness 12 (4)
Hindrances: Habit (Voyeur, Major), Vengeful (Major)
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)]
No comments:
Post a Comment