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Savage Worlds Free Bestiary - Savagepedia

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12.1. KILLERS CHAPTER 12. K<br />

– Dream Magic: While in the dreamworld, the Dreamstalker has<br />

complete control over the environment. Treat him as having 50<br />

power points and the following spells: Barrier, Deflection, Dispel,<br />

Fear, Fly, Obscure, Shape Change (Legendary equivalent),<br />

Telekinesis. He can also change the setting at will; for example,<br />

the dream may begin in a haunted house, and then suddenly shift<br />

to an industrial boiler room.<br />

– Dreamstalking: The Dreamstalker normally exists only in dreams.<br />

Use the stats listed above; characters attacked in dream use their<br />

Smarts for all Agility-based rolls (Fighting, Shooting) and their<br />

Spirit in place of Strength and Vigor (damage in hand-to-hand<br />

combat, for determining Toughness, etc.). Any Wounds and Injuries<br />

the characters suffer in dream carry over to the waking<br />

world. While a character is being attacked, other characters<br />

must make an opposed Spirit roll against the Dreamstalker to<br />

wake the character up. If the attacked character can hold onto<br />

the Dreamstalker when they’re awakened, the Dreamstalker is<br />

dragged into the waking world with them.<br />

– Fear -4<br />

– Invulnerability: While in the dreamworld, the Dreamstalker can<br />

be Shaken but not Wounded.<br />

– Weakness (The Waking World): The only way to kill the Dreamstalker<br />

is by dragging him into the waking world first. He loses<br />

his Invulnerability and Dream Magic abilities in the real world.<br />

12.1.5. The Ripper (WC)<br />

This malevolent spirit has been called the Murder Elemental, and with<br />

good reason. It was around long before the Whitechapel murders, though<br />

it was there that it finally earned its name. The Ripper travels ethereally,<br />

seeking out men who have fantasized about murder but haven’t acted on<br />

these fantasies. Taking control, it forces them to act on these tendencies<br />

until its hunger is sated (five murders usually does the trick). Once gone,<br />

those who have been possessed either continue on their path of death or<br />

commit one final murder by killing themselves.<br />

• Attributes: Agility n/a, Smarts d10, Spirit d12, Strength n/a, Vigor<br />

n/a<br />

• Skills: Fighting d10, Guts d10, Intimidation d12, Knowledge (Anatomy)<br />

d10, Notice d10, Persuasion d10, Stealth d10, Streetwise d10<br />

• Pace: n/a; Parry: 7; Toughness: n/a<br />

82

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