Bandits


Human brigands. They specialize in `highway robbery', capturing poorly guarded merchant caravans.

Attributes: Agility d6, Smarts d4, Spirit d4, Strength d6, Vigor d6
Skills: Climbing d6, Fighting d6, Guts d6, Notice d4, Shooting d6
Pace: 6; Parry: 5; Toughness: 6
Gear:
  • Armor +1: Bandits wear poorly-tended armor; regardless of its type, it only adds a +1 to Toughness.
  • Weapons: Most bandits carry clubs or daggers, which do Str+1 damage, though some may have a bow (12/24/48, 2d6).
Special Abilities:
  • Cowardly: Bandits will only initiate an attack when they outnumber their targets by at least 2-to-1. If they're reduced to even odds, make a Spirit roll for them at -2 each round; failure means they run.



References: Original source from Butch Curry, Savage Beasts. Used by permission.