Fanged Deserter

You have thirty or so friends who never let you down: your teeth. Disloyal, deranged, or simply uncontrollable, any group that didn’t boot you out you left anyway. But your parliament of teeth - enormous, protruding, thick and sharp - have always been your allies.

Abilities

Agility: dice: 3d6dl-1

Presence: dice: 3d6dl-1

Strength: dice: 3d6dl+2

Toughness: dice: 4d6dl

  • Normal Agility tests are DR14 instead of DR12, including defence.
  • Illiterate: You are incapable of understanding scrolls. If you begin with one, then reroll, eat it, or use it as a toilet paper.
  • dice: [[Fanged Deserter#^fangeddeserterability|^fangeddeserterability]]
  • Bite attack: DR10 to attack, dice: 1d6 damage. You must be close to your target. 1–2 on d6 (dice: 1d6) chance the enemy gets a free attack.

HP: Toughness + dice: 1d10

Equipment

  • dice: 2d6*10s

Omens: dice: 1d2

Background

dice: [[Fanged Deserter#^memory|^memory]]

Tables


Earliest Memories
Memory
A burnt-black building in Sarkash. Your home?
A derelict rotting ship rolling endlessly across a grey sea.
A brothel in Schleswig. Quite a friendly environment.
Sleeping with dogs in the corner of an inn, waiting for someone to return.
Following an army in eastern Wästland.
Suckling a wolf in the wild of Bergen Chrypt.
^memory
Abilities
Ability
Crumpled Monster Mask: Strikes primitive fear into lesser creatures like goblins, gnomes and children. While worn, they check Morale every round.
The Brown Scimitar of Galgenbeck: A stinking sword you pulled from a military shit-ditch. dice: 1d6 damage. DR10 attack and defence while you wield it. 1 in 6 chance a wounded enemy is smitten with potent sepsis, dying in 10 minutes.
Wizard Teeth: Four weird teeth rattle within a blackened pouch. Before battle roll a dice: 1d6 for each one. For every 6 one of your attacks deals maximum damage.
Old Sigûrd’s sling: Sigûrd was the strongest man whose throat you ever gnawed. Woven from his long grey hair, this sling has never failed you. dice: 2d4 damage, requires fist-sized rocks which, perhaps regrettably, are everywhere.
Ancient Gore-Hound: Asthmatic, deluded and on its last legs, this wizened creature still has a superb nose and can sniffle up treasure in the most disgusting debris. Attacks with DR10 (bite dice: 1d6). Defends with DR12, 10 HP. Becomes frenzied around goblins and berserkers.
The Shoe of Death’s Horse: It looks normal but since finding it in an obscure crypt you are convinced this shoe came from the horse of Death himself. In your hands it hits with DR10, dice: d4 damage. 1 in 6 chance the shoe smashes the skull, instantly killing small-to-medium sized creatures. The shoe returns to your hand like a boomerang.
^fangeddeserterability