Bravos are difficult to deal with at the best of times, but as adventurers, the PCs have a slight advantage. The bravos are generally impressed with members of the Guild of Defenestration because they actually go into the Underworld and survive! They are even more impressed with freelancers who ignore the "shackles of society" and do their own thing. If a PC is able to convince a bravo to join their crew as a retainer, they get a valuable ally.
Bravo Stats
Roll as regular henchmen, but Attack and Defense must each be at least +1. Also roll once on the Boon and once on the Bane tables.
1d6
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Boon
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Bane
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1
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Always has a loaded pistol hidden upon their person
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Always intoxicated on (d4)
1. Booze 2. Cocaine 3. Weed 4. Vengeance
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2
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Knows all sorts of folks; advantage on social interactions in the Bravos' district while they are with the crew
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Has a mean streak that will be their eventual very public and very profane downfall
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3
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Has KO of +8 - the guy just won't go down!
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Overconfident in a way that the players have never seen - the bravo will eventually assume they are in charge of the party
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4
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Secretly an amateur alchemist; attempts to identify potions are made with Advantage
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has a pack of enemies that are out to get them - and all associates (the party) as well
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5
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family heirloom is a magic weapon that the bravo took out of the case in the family home
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Universally despised by the noble houses because they are, in short, an insufferable asshole
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6
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accomplished warrior; the bravo has at least one warrior initial ability
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has a secret agenda that involves tricking the party into a dangerous situation to trade their lives to make up for past mistakes
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