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CIVILIAN

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3-smoking-gunshots.jpg

CIVILIAN

4.00

Medium sentient humanoid (4d6)    

Men and women trying to make a living.                                                                                                                       

STR 4 (3d6) AGI 4 (2d6) END 3 (2d6)
INT 3 (2d6) LOG 4 (2d6) WIL 3 (2d6)
CHA 3 (2d6) LUC 1 (1d6) REP 1 (1d6)

MELEE DEFENCE 12
RANGED DEFENCE 12
MENTAL DEFENCE 16
VITAL DEFENCE 10

HEALTH 12
SOAK 2; VULN none
IMMUNE none

INITIATIVE 2d6
PERCEPTION 3d6
SPEED 4; CLIMB 2; JUMP 6'/3'

REACH 5-ft
ACTIONS 2

Club 2d6 (1d6+2 blunt or slashing damage)
Pistol 3d6 (1d6 blunt or ballistic damage; range 6)                                                                               
Skills bureacracy 3 (2d6), cooking 1 (1d6), computers 1 (1d6), local knowledge 3 (2d6), running 1 (1d6), swimming 1 (1d6), carrying 1 (1d6), combat 1 (1d6)                     
Gear club, pistol                                

Mob attack. Though weak on their own, civilians work together well in a mob. Any civilians adjacent to the victim count as flanking, gaining +1d6 bonus to attack for each civilian beyond the first. When 4 or more civilians are adjacent to the victim, the victim gains the Fatigued condition at the start of its turn.   

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