Savage Worlds Free Bestiary - Savagepedia
Savage Worlds Free Bestiary - Savagepedia
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 />
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