Criminals or con men are an unsavory by-product of civilization,
an anti-social fringe that prefer to murder, smuggle, cheat or swindle rather
than work. Usually dishonest and unreliable,
the wealth that criminals acquire is often squandered on drinking, gambling or
carousing. This assures that even the
most accomplished criminal is willing to partake in reckless and/or dangerous
adventures.
Assassination is common upon Barsoom
and deeply ingrained with the social and political life of the Red Planet. So prevalent is the fear of assassination in
red Martian nations that private residences or sleeping quarters are raised
upon high metal columns four to six ads into the night sky. Palaces of nobility and hotels will have
numerous armed guards whose sole purpose is to eliminate these stealthy
killers. Although, most criminals are
held in low order, a perverse mystique surrounds the exploits of the more
successful assassins, who prefer daggers to swords and prefer poison to pistols.
Criminal NPC Skill Hit
Level ATTK Title Save
Rank Dice2) +1 outlaw +1 +1 2d6
3) +2 renegade +2 +2 3d6
4) +3 enforcer +2 +2 4d6
5) +3 assassin +3 +3 5d6
6) +4 assassin +4 +3 6d6
7) +5 boss +4 +4 7d6
8) +5 boss +5 +4 8d6
9) +6 master +6 +5 9d6
10) +7 master +6 +5 10d6
und so weiter
“Upon Barsoom, no man lies; if he does
not wish to speak the truth, he is silent.” (PM, XI) Criminals are
unusual in that their word is seldom binding and they are likely to abandon
their friends and associates at times of trouble; however, only the most
degenerate male criminal would harm or kill a woman. Occasionally, members of the nobility have
been corrupted by criminals and will plunge their kingdoms or nations into
disarray or chaos.
In hand-to-hand combat, criminals
are adept at the sneak-attack or back
stab. When they attack from behind,
hiding or with surprise; the 1st round, they gain +4 ‘to-hit’ and
will add their level to weapon damage (i.e.,
fourth level criminal with superior strength does d8 + 4 -2 damage when using a
dagger).
Illustration is Mike Hoffman's
Primary ability for criminal is dexterity.
This is the preferred class for therns.
Illustration is Mike Hoffman's
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