2001888-Book of Bandits v1.0
2001888-Book of Bandits v1.0
2001888-Book of Bandits v1.0
New Items 18
Longsword 18
Earl of fife Games
Sickle & Chain 18
Parrying Dagger 18
Grace and Folly 18
PO BOX 50471
Colorado Springs, CO 80949-0471
info@fifegames.com | www.fifegames.com
Combat Tactics
Adalbert will never fight to the death. He will press his
advantage, but will quickly flee or try to talk his way out of a
situation. Adalbert will likewise never put himself in danger
in order to aid another. That includes his sister, Helena.
Adalbert is quick on his feet, and will use his speed and
quickness to strike targets that cannot hit him back.
Kind and forgiving, Helena does not seek bloodshed and has
tried on many occasions to convince travelers to give up their
goods without a fight. Unlike her brother she says what she
means. Despite this she follows along with her brother during
his misdeeds. She believes that eventually Adalbert will grow
tired of this life and he will change his ways. Perhaps Helena
can help speed that process along if she is nearby.
FLAW
Kind Hearted Helena must make a Will challenge roll with 2
banes to attack an individual who has not attacked her or
PC Interaction
Adalbert first.
EQUIPMENT Player Characters that speak to Helena will find her pleasant,
Nice clothing, makeup, some jewelry and she will attempt to warn them away from the other
bandits if their meeting is cordial. For Game Masters that
wish to use Helena and Adalbert’s past as springboards to
new adventures, she may ask them to help her in reclaiming
her family’s lost fortune. Whatever that expedition entails
is up to the Game Master to decide, otherwise she is simply
polite and tries to shew the potential victims away.
MARNIX DIFFICULTY 1
Size 1 Human
Combat Tactics
Perception 9 (-1)
Defense 13 (brigandine); Health 12
Strength 12 (+2), Agility 11 (+1), Intellect 9 (-1), Will 9 (-1) Marnix will immediately rush forward and engage his prey.
Speed 10
He will fight with violent delight and try to kill anyone
ATTACK OPTIONS standing in his way. He vows to take no prisoners and will try
Pike (Melee) +2 (1d6) to make sure anyone that he robs is also dead. “Leave no one
to tell their tale,” he says.
FLAW
Killer at Heart Marnix must make a Will challenge roll
whenever he or another of the bandit group is threatened.
On a failure Marnix will attack the person that made the
threat.
PC Interaction
EQUIPMENT
Marnix does not particularly like speaking to strangers,
Nothing of interest.
but if engaged by player Characters he will try to steer the
conversation to someone else, namely Helena. However, if he
believes Helena takes a liking to male player Characters, he
can become very jealous and be easily prompted to violence.
Unless the player Characters can do something for him, he is
not interested in making their acquaintance.
SVERRE DIFFICULTY 1
Size 1 Human
Perception 8 (-2)
PC Interaction
Defense 14 (hard leather); Health 12
Strength 10, Agility 12 (+2), Intellect 8 (-2), Will 11 (+1)
Speed 10 Sverre is a stereotypical bandit. He is gruff, rude, and anti-
social. Player Characters that engage him will not be welcomed
ATTACK OPTIONS
over for a chat, but instead they may hear some harsh words.
Sickle & Chain (Melee +2, Grapple, Thrown (Range Short))
+2 (1d6) Sverre may attempt to goad the player Characters into a fight
Pull ‘em In (May pull anyone struck by Grapple into melee so that he can try to rob them and potentially end their lives.
range with an action that requires a successful Strength
challenge roll)
EQUIPMENT
2d20 hidden gold coins.
Combat Tactics
Sverre enjoys trapping opponents and allowing his fellow
bandits to dogpile on those he’s ensnared. Once they are
close, he will turn the sickle on those he’s trapped. Sverre
is not adept at standing toe-to-toe and will attempt to gain
distance and trap targets before engaging with them.
FREDRICK DIFFICULTY 5
Size 1 Human
Perception 10
Defense 14 (soft leather); Health 12 Combat Tactics
Strength 11 (+1), Agility 13 (+3), Intellect 9 (-1), Will 9 (-1)
Speed 10
The Hunter keeps his distance in any fight and tries to pick off
ATTACK OPTIONS opponents from long range. He is happy to sneak to a position
Longbow (long range) +3 (1d6 +1, or 2d6 +1 against a
surprised target)
where he can do so and will fire at the target that looks the
Skinning Knife +1 (1d3) most imposing. This strategy works well for he and the group
as injuring those that pose the biggest threat is helpful when
TALENTS
the others close into melee range.
Like the Back of My Hand (Frederik gains 2 boons and 2
speed when acting to flee pursuers into or through the
wilderness. These boons apply to any non-combat rolls to
escape his pursuers.)
PC Interaction
EQUIPMENT
Survival gear
The Hunter keeps his distance in any fight and tries to pick off
opponents from long range. He is happy to sneak to a position
where he can do so and will fire at the target that looks the
most imposing. This strategy works well for he and the group
as injuring those that pose the biggest threat is helpful when
the others close into melee range.
ASHILD DIFFICULTY 10
Size 1 Human
Perception 10
Defense 17 (mail, large shield); Health 20
Strength 12 (+2), Agility 11 (+1), Intellect 10 , Will 11 (+1)
Speed 10
EQUIPMENT
The middle-aged woman lacks empathy or emotion, but that
A road back with basic gear.
does not stop her from socializing. She will freely talk with
any player Character, but she does not become convinced
Combat Tactics by any stance the characters might take. She will never be
swayed against her duty and life. Ashlid knows one day she
will die while performing her job, but she does her best to
Ashlid is not afraid to get into the thick of things in battle. make sure it is not this day.
She rushes forward and attacks as the vanguard of the assault.
She is not afraid to kill and will do so without hesitation. This
is her job, and a job she does well. The veteran will stop at
nothing to get what she is owed, and in her mind that is all her
victim’s belongings. She knows how to pick her targets, and
has get to taste more than momentary defeat.
LIS DIFFICULTY 1
Size 1 Human
Perception 9 (-1)
Defense 14 (brigandine, small shield); Health 16
Strength 11 (+1), Agility 10, Intellect 9 (-1) , Will 11 (+1)
Speed 10
ATTACK OPTIONS
Club (melee) +1 (1d6)
Bow (long range) +0 (1d6+1) Combat Tactics
DISADVANTAGE
Please, I’ll Tell You Anything! When Lis becomes wounded Lis will attack so long as there is another to back her up.
she must make a will challenge roll with 2 banes. On a
failure she drop her weapon and surrender. Any challenge She will never go off on her own or put herself on the line
rolls or attack rolls targeting her gain 2 boons hereafter. needlessly. If backed into a corner she can be made to
surrender and plead for mercy, but she also could fight back.
EQUIPMENT
Memorabilia of her family.
PC Interaction
DISADVANTAGE
EQUIPMENT
1d20 in stolen silver loot.
HATCHET DIFFICULTY 10
Size 1 Orc
Perception 10
Defense 13; Health 18
Strength 11 (+1), Agility 13 (+3), Intellect 10, Will 9 (-1)
Speed 12
PC Interaction
The orc is untrusting to newcomers and wary to even those
she knows well. The lifetime of torture has proven to sour her
mood to others and causes her to remain mostly quiet and
slow to speak. She will not hesitate to act with violence, but
refuses to participate in any sort of torture.
ATTACK OPTIONS
Greataxe (melee) +4 (3d6) PC Interaction
EQUIPMENT
Nothing of importance. As long as you are not a human, then Jack gives you the bene-
fit of the doubt. He feels most other creatures have been per-
secuted, and so is willing to recruit them in their fight against
the yoke of the Empire. He has begrudgingly taken up with a
few humans, but some of them have gained his ire.
Knaves tend to fill out the ranks of bandits near a town. They DISADVANTAGE
are the go between for those of their band that cannot enter Please, I’ll Tell You Anything! When the Knave becomes
wounded she must make a will challenge roll with 2 banes.
due to bounties. They are often seen carousing and extorting On a failure she drop her weapon and surrender. Any
around town. Intimidation aside, Knaves are low in the challenge rolls or attack rolls targeting her gain 2 boons
thereafter.
ranks, and as a result they are often willing to give up a lot
of information about their conspirators in exchange for their EQUIPMENT
lives. Club, Soft Leather, 1d6 copper coins
ABILITIES
Much akin to a brigand, the Highwayman specializes in Instill Doubt When a creature within short range of the
robbing fearful travelers. When they encounter someone less apostate makes a challenge roll or an attack roll, the
acolyte can use a triggered action to grant 1 bane to the
willing to hand over coin, they take what they may before triggering roll.
fleeing into the forest with their prize. Marked Apostates possess 1d3-1 marks of darkness.(The GM
may roll or choose these marks.)
ABILITIES
I’ll Take That! (Attack) The Highwayman makes a cut
towards the target’s pockets, pack, or coin purse. The
Highwayman makes an attack targeting Defense and one
Brigand Warlord
bane. If they succeed then the target loses 1d12 coins or
1d3 small items of the GM’s choice. This attack deals no Truly fearsome to behold is a brigand who has survived the
damage. countless bounty collectors that come for them. Brigand
Cut and Run (The Highwayman swings his sword Warlords are a cut well above the rest. Either through sheer
aggressively to push back his enemy and grant himself an
opportunity to escape. He makes an attack roll targeting
skill or luck, they have acquired a prowess and reputation
Agility. If he is successful he then moves up to half of his beyond which common bandits even dream. Their fearsome
movement without triggering attacks. This attack deals no
damage.)
reputation and mien can inspire dread in even seasoned
adventurers, and their longsword makes for a dervish of steel
Like the Back of My Hand (The Highwayman gains 2 boons
and 2 speed when acting to flee pursuers into or through
few can get past.
the wilderness. These boons apply to any non-combat
rolls to escape his pursuers.)
BRIGAND WARLORD DIFFICULTY 50
EQUIPMENT Size 1/2 or 1 Human
Sword, Hard Leather, 3d6 copper coins
Perception 12 (+2)
Defense 18 (full plate); Health 60
Strength 16 (+6), Agility 13 (+3), Intellect 11 (+1) , Will 12 (+2)
Speed 10
Apostate ATTACK OPTIONS
Longsword (melee) +6 (1d6), 3 boons
Those that lose faith and renounce their religion often fall far.
ABILITIES
Bandits are always eager to recruit such individuals for their
Shadowed The Brigand Warlord possesses 1d3 marks of
ability to support them. Although apostates have lost their darkness.(The GM may roll or choose these marks.)
faith some find that the magics they learned often function
Fearsome Presence Any creature that can see the Brigand
just as well. Worse still, many take up the very magics they Warlord must make a will challenge roll with 2 banes.. If
once found so wretched in the service of banditry. Apostates they fail then they become frightened for 1d6+1 rounds.
This ability automatically triggers any time that the
are presumed to be of The New God religion. The spells they Brigand Warlord gets 20+ on an attack roll that beats the
possess can easily be swapped out to suit any other religion at target by at least 5.
the GM’s discretion. Lay Waste Once per combat, the Brigand Warlord makes an
attack roll with his Longsword targeting all enemies within
2m. On success, all enemies may make an agility challenge
APOSTATE DIFFICULTY 25 roll for half damage. This attack deals 5d6 instead of
normal longsword damage.
Size 1/2 or 1 Human
Defensive Tactics Anyone targeting the Brigand Warlord
Perception 10 with the Feint, Distract, Disarm, or Knockdown attacks
Defense 15 (mail); Health 30 must do so with 2 banes.
Strength 11 (+1), Agility 9 (-1), Intellect 12 (+2) , Will 13 (+3)
Speed 10, Power 3 EQUIPMENT
Longsword, Full Plate, 1d20 gold coins.