Provincial toughs

soldiers, pyrates, mercs, etc.

Headcount

2d4+1

Vitals

com
d12
mov
d10
rea
d6
wil
d8
cha
d6
hea
22
grt
14
DR
1
(provincial livery)

Habits

  • Harassing some kids
  • Arguing over an order of overcooked meat-loops
  • Playing dice

Dogma

  • The status quo Filled Pip Filled Pip Filled Pip Pip Pip Pip

Attacks

  • Gun (a wheellock "puffer"), 2d10 damage; can be fired every other round
  • Sword or fist, d12 damage

Powers

  • Explode CRB111
  • Reconnoiter CRB111
  • Steal CRB061

Gear

  • 2d20 gl

Story notes

Toughs use call shot to double their damage and disarm opponents. If presented with an overwhelming threat, a patrol of toughs will seek to make it back to their barracks and alert dozens or even hundreds of other toughs.


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