Seasoned Hair Afficionado
Wild Card
Attributes: Agility d8, Smarts d6, Spirit d10, Strength d4, Vigor d6
Skills: Fighting d6, Intimidation d6, Knowledge (Battle) d6, Notice d6, Persuasion d10, Shooting d8, Streetwise d6
Charisma: -; Pace: 6; Parry: 5; Toughness: 5;
Hindrances: Code of Honour, Outsider, Minor Greedy
Edges: Command, Dodge, Marksman, Natural Leader
Gear: Smith & Wesson .44(Shooting, Range 12/24/48, Damage 2d6+1, RoF:1, AP 1, Revolver)
"I'm an economist, man. We need, like, an exterminator."
Sunday, 30 June 2013
Isabeau Laroche
Seasoned Human Paladin
Wild Card
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d6
Skills: Fighting d10, Healing d4, Investigation d4, Notice d6, Persuasion d6, Riding d8, Survival d4, Swimming d4, Throwing d4
Charisma: 2; Pace: 6; Parry: 7; Toughness: 5
Hindrances: Big Mouth, Code of Honor, Loyal
Edges: First Strike, Luck, Noble, Rich, Sweep
Gear: Bastard sword (Str+d8, Parry –1, can be wielded in two hands for +1 damage), Large Shield (+2 Parry, +2 Armor to ranged shots that hit in arc), Plate (+3 )
"Factum!"
Wild Card
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d6
Skills: Fighting d10, Healing d4, Investigation d4, Notice d6, Persuasion d6, Riding d8, Survival d4, Swimming d4, Throwing d4
Charisma: 2; Pace: 6; Parry: 7; Toughness: 5
Hindrances: Big Mouth, Code of Honor, Loyal
Edges: First Strike, Luck, Noble, Rich, Sweep
Gear: Bastard sword (Str+d8, Parry –1, can be wielded in two hands for +1 damage), Large Shield (+2 Parry, +2 Armor to ranged shots that hit in arc), Plate (+3 )
"Factum!"
Kord the Destroyer
Seasoned Berserker
Wild Card
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d6
Skills: Fighting d12, Notice d6, Stealth d6, Taunt d8
Charisma: -; Pace: 6; Parry: 8; Toughness: 7 (1)
Hindrances: Bloodthirsty, Mean, Death Wish
Edges: Berserk, Brawny, Florentine, Frenzy, Two-Fisted
Gear: Leather armour (+1), long sword (Str+d8), Battle Ax (Str+d8)
"Have you seen my hamster?"
Wild Card
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d6
Skills: Fighting d12, Notice d6, Stealth d6, Taunt d8
Charisma: -; Pace: 6; Parry: 8; Toughness: 7 (1)
Hindrances: Bloodthirsty, Mean, Death Wish
Edges: Berserk, Brawny, Florentine, Frenzy, Two-Fisted
Gear: Leather armour (+1), long sword (Str+d8), Battle Ax (Str+d8)
"Have you seen my hamster?"
Village Rioter
Skills: Driving d6, Fighting d4, Intimidation d4, Knowledge (Haymaking) d6, Notice d6, Stealth d4, Taunt d6, Throwing d6
Charisma: 0; Pace: 8; Parry: 5; Toughness: 6
Hindrances: Overconfident
Edges: Brawny, Fleet Footed
Gear: Pitchfork (Str+d6, Parry+1, Reach 1, 2 handed), Torch.
"Burn the witch."
Leisynn
Seasoned Mercenary Mage
Wild Card
Attributes: Agility d6, Smarts d8, Spirit d8, Strength d4, Vigor d6
Skills: Fighting d4, Intimidation d6, Streetwise d6, Driving d6, Investigation d6, Knowledge (Arcana) d8, Notice d6, Spellcasting d8
Charisma: -; Pace: 6; Parry: 5; Toughness: 6(1);
Hindrances: Major Habit (Lecturing on the Dark Arts), Stubborn, Bad Eyes
Edges: Arcane Background (Magic), New Powerx2, Power Points, Wizard.
Powers:(15 Power Points) Armour(Encasement of Bone), Banish, Detect/Conceal Arcana, Jet(Shards of Bone), Zombie
Gear: Staff (Str+d4; Reach 1"; Parry +1), Ornate Robes(+1)
"That's a right clavicle. You get a 2% gain in efficiency if you use a left clavicle. The principle of contagion makes the sinister better for trying to kill people."
Wild Card
Attributes: Agility d6, Smarts d8, Spirit d8, Strength d4, Vigor d6
Skills: Fighting d4, Intimidation d6, Streetwise d6, Driving d6, Investigation d6, Knowledge (Arcana) d8, Notice d6, Spellcasting d8
Charisma: -; Pace: 6; Parry: 5; Toughness: 6(1);
Hindrances: Major Habit (Lecturing on the Dark Arts), Stubborn, Bad Eyes
Edges: Arcane Background (Magic), New Powerx2, Power Points, Wizard.
Powers:(15 Power Points) Armour(Encasement of Bone), Banish, Detect/Conceal Arcana, Jet(Shards of Bone), Zombie
Gear: Staff (Str+d4; Reach 1"; Parry +1), Ornate Robes(+1)
"That's a right clavicle. You get a 2% gain in efficiency if you use a left clavicle. The principle of contagion makes the sinister better for trying to kill people."
Saturday, 29 June 2013
Damien
Wild Card
Attributes: Agility d6, Smarts d8, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Intimidation d6, Investigation d8, Knowledge (Arcana) d8, Notice d6, Spellcasting d10
Charisma: -; Pace: 6; Parry: 6; Toughness: 7(1)
Hindrances: Arrogant, Outcast, Vengeful, Stubborn
Edges: Arcane Background (Magic), New Power x2, Power Points, Wizard
Powers: (15 Power Points) Blind (Wracking Pain), Bolt(Flaming Skulls), Burst(More Flaming Skulls), Confusion, Mind Reading
Gear: Staff (Str+d4; Reach 1"; Parry +1), Leather Armour(+1)
Racial Modifiers:
• Mark of the Pit: Hellborn inherit some of their infernal ancestor's resistant nature. They gain +1 Toughness.
• Low Light Vision: Hellborn ignore penalties for Dim and Dark lighting.
"On my mark Burn. Mark. Mark. Mark."
Ellen Stone
Wild Card
Attributes: Agility d10, Smarts d6, Spirit d6, Strength d6, Vigor d8
Skills: Fighting d6, Notice d6, Riding d8, Shooting d10, Survival d6, Taunt d6
Charisma: -; Pace: 6; Parry: 5; Toughness: 7(1);
Hindrances: Overconfident, Minor Vengeful, Stubborn
Edges: Alertness, Dodge, Luck, Marksman
Gear: Colt Dragoon (Shooting, Range 12/24/48, Danage 2d6+1, RoF 1), Sawn off double barrelled Shotgun (Shooting, Range 5/10/20, Damage 1-3D6, RoF:1-2, Shotgun, double barrelled), Leather Coat(+1)
"Are you looking at my nose?"
Henchman
Human Packmule
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d10, Vigor d6
Skills: Fighting d6, Climbing d6, Gambling d6, Investigation d6, Notice d6, Riding d4, Survival d6, Swimming d6
Charisma: -; Pace: 6; Parry: 5; Toughness: 7 (1);
Hindrances: Major Vow (To be of service), Minor Pacifist, Loyal
Edges: Brawny
Gear: Leather Armour (+1), Dagger (Str+d4)
"He-Ho."
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d10, Vigor d6
Skills: Fighting d6, Climbing d6, Gambling d6, Investigation d6, Notice d6, Riding d4, Survival d6, Swimming d6
Charisma: -; Pace: 6; Parry: 5; Toughness: 7 (1);
Hindrances: Major Vow (To be of service), Minor Pacifist, Loyal
Edges: Brawny
Gear: Leather Armour (+1), Dagger (Str+d4)
"He-Ho."
Friday, 28 June 2013
Gravedigger
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d4, Driving d6, Gambling d6, Investigation d4, Knowledge (Interments) d10, Notice d6, Streetwise d6, Taunt d4
Charisma: -; Pace: 6; Parry: 5; Toughness: 6
Hindrances: Overconfident, Delusional, Death Wish
Edges: Brave, Brawny
Gear: Spade (Str+d4; Reach 1"; Parry +1), Protectives(+1), Lantern
"After three days, if they dig their way out, it's best to decapitate them. Saves the eating their relatives, belike."
Skills: Fighting d4, Driving d6, Gambling d6, Investigation d4, Knowledge (Interments) d10, Notice d6, Streetwise d6, Taunt d4
Charisma: -; Pace: 6; Parry: 5; Toughness: 6
Hindrances: Overconfident, Delusional, Death Wish
Edges: Brave, Brawny
Gear: Spade (Str+d4; Reach 1"; Parry +1), Protectives(+1), Lantern
"After three days, if they dig their way out, it's best to decapitate them. Saves the eating their relatives, belike."
Khael Stonekindle
Seasoned Dwarf Wizard
Wild Card
Attributes: Agility d6, Smarts d12, Spirit d6, Strength d4, Vigor d6
Skills: Fighting d4, Healing d6, Investigation d8, Knowledge (Arcana) d8, Notice d6, Pursuasion d4, Repair d8, Spellcasting d12, Taunt d6
Charisma: -; Pace: 4; Parry: 5; Toughness:6(1)
Hindrances: Elderly, Cautious, Bad Eyes
Edges: Arcane Background (Magic), Power Points, New Power, Wizard
Powers: (15 Power Points) Boost/Lower Trait, Healing, Succor, Summon Ally
Gear: Staff (Str+d4; Reach 1; Parry +1) or Rapier(Str+d4, Parry +1), Ornate Robes (+1)
"When you reach my age, laddie, you'll forget what you are talking about too."
Wild Card
Attributes: Agility d6, Smarts d12, Spirit d6, Strength d4, Vigor d6
Skills: Fighting d4, Healing d6, Investigation d8, Knowledge (Arcana) d8, Notice d6, Pursuasion d4, Repair d8, Spellcasting d12, Taunt d6
Charisma: -; Pace: 4; Parry: 5; Toughness:6(1)
Hindrances: Elderly, Cautious, Bad Eyes
Edges: Arcane Background (Magic), Power Points, New Power, Wizard
Powers: (15 Power Points) Boost/Lower Trait, Healing, Succor, Summon Ally
Gear: Staff (Str+d4; Reach 1; Parry +1) or Rapier(Str+d4, Parry +1), Ornate Robes (+1)
"When you reach my age, laddie, you'll forget what you are talking about too."
Ghost King
Attributes: Agility d10, Smarts d6, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d10, Notice d10, Stealth d10, Spellcasting d6
Charisma: +2; Pace: 6; Parry: 6; Toughness: 11(3)
Edges: Arcane Background (Magic), Dodge, Command, Leader of Men, Level Headed, Noble.
Powers: (10 Power Points)Fear, Lower Trait (Strength), Obscure (darkness)
Gear: Bastard sword(Str+d8, -1 Parry, +1 damage if used 2 handed), Spectral Armor(+3)
Special Abilities:
• Chill Touch: Str+d4; AP6, If it wounds , the target also looses a fatigue.
• Soulvision: No vision penalties for darkness.
• Create Spawn: Anything slain by this creature is doomed to rise the next dusk as a zombie.
• Fear: Anyone who sees this creature must make a Fear check.
• Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison and called shots.
• Flight: Flying Pace of 6".
Nienna
Elf Ranger
Wild Card
Attributes: Agility d8, Smarts d8, Spirit d6, Strength d6, Vigor d8
Skills: Fighting d6, Intimidation d6, Notice d6, Shooting d8, Survival d8, Tracking d8
Charisma: 0; Pace: 6; Parry: 5; Toughness: 7(1)
Hindrances: All Thumbs, Code of Honor, Minor Enemy (Heroine of a popular song that declaims her as foe to all Undead), Poverty
Edges: Danger Sense, Extraction, Marksman, Woodsman
Gear: Elven bow (Range 15/30/60, 2d6), Leather (+1), Long Sword (Str+d8)
"So hard to find decent folk nowadays."
Wild Card
Attributes: Agility d8, Smarts d8, Spirit d6, Strength d6, Vigor d8
Skills: Fighting d6, Intimidation d6, Notice d6, Shooting d8, Survival d8, Tracking d8
Charisma: 0; Pace: 6; Parry: 5; Toughness: 7(1)
Hindrances: All Thumbs, Code of Honor, Minor Enemy (Heroine of a popular song that declaims her as foe to all Undead), Poverty
Edges: Danger Sense, Extraction, Marksman, Woodsman
Gear: Elven bow (Range 15/30/60, 2d6), Leather (+1), Long Sword (Str+d8)
"So hard to find decent folk nowadays."
Thursday, 27 June 2013
Hellakin Goregutter
Seasoned Halfling Thief
Wild Card
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d6, Vigor d6
Skills: Climbing d6, Fighting d8, Intimidation d6, Investigation d4, Lockpicking d6, Stealth d8, Streetwise d4, Throwing d4
Charisma: 0(-4); Pace: 8; Parry: 7; Toughness: 6(2*)
Hindrances: Bloodthirsty, Vengeful (Minor), Wanted (Minor)
Edges: Acrobat, Assassin, Fleet-footed, Scamper, Thief
Gear: Dagger (Range 3/6/12, Str+d4), Reinforced leather (+2 (+1), 1 point of Armor is bypassed if hit with a raise), Short Sword (Str+d6)
Racial Abilities
• Fortunate: May draw one additional benny per game session. This may be combined with the Luck and Great Luck Edges.
• Short: Halflings average only about 4’ tall. Their small size subtracts 1 from their Toughness. Halflings have a Size of –1, and cannot take the Small Hindrance.
"Welp, ah.. Looks like its time to go on a killing spree..."
Scamper can be found in the Fantasy Companion or Wizards and Warriors.
Wild Card
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d6, Vigor d6
Skills: Climbing d6, Fighting d8, Intimidation d6, Investigation d4, Lockpicking d6, Stealth d8, Streetwise d4, Throwing d4
Charisma: 0(-4); Pace: 8; Parry: 7; Toughness: 6(2*)
Hindrances: Bloodthirsty, Vengeful (Minor), Wanted (Minor)
Edges: Acrobat, Assassin, Fleet-footed, Scamper, Thief
Gear: Dagger (Range 3/6/12, Str+d4), Reinforced leather (+2 (+1), 1 point of Armor is bypassed if hit with a raise), Short Sword (Str+d6)
Racial Abilities
• Fortunate: May draw one additional benny per game session. This may be combined with the Luck and Great Luck Edges.
• Short: Halflings average only about 4’ tall. Their small size subtracts 1 from their Toughness. Halflings have a Size of –1, and cannot take the Small Hindrance.
"Welp, ah.. Looks like its time to go on a killing spree..."
Scamper can be found in the Fantasy Companion or Wizards and Warriors.
Blacksmith
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d10, Vigor d8
Skills: Fighting d6, Intimidation d6, Knowledge (Smithcraft) d10, Notice d6, Persuasion d6, Repair d8, Streetwise d4
Charisma: -; Pace: 6; Parry: 5; Toughness: 7;
Edges: Brawny
"I can make whatever you wish for a wee little bit more than me competition."
Skills: Fighting d6, Intimidation d6, Knowledge (Smithcraft) d10, Notice d6, Persuasion d6, Repair d8, Streetwise d4
Charisma: -; Pace: 6; Parry: 5; Toughness: 7;
Edges: Brawny
"I can make whatever you wish for a wee little bit more than me competition."
Wednesday, 26 June 2013
Wayne Tisdale
Novice Human Deputy Sheriff
Wild Card
Attributes: Agility d6, Smarts d8, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Investigation d8, Notice d8, Persuasion d6, Shooting d6, Streetwise d8
Charisma: -; Pace: 6; Parry: 5; Toughness: 5
Hindrances: Heroic, Stubborn, Big Mouth
Edges: Connections, Investigator
Gear: Smith & Wesson .44(Shooting, Range 12/24/48, Damage 2d6+1, RoF:1, AP 1, Revolver)
"I'm Wayne, Deputy Wayne Tisdale."
Wild Card
Attributes: Agility d6, Smarts d8, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Investigation d8, Notice d8, Persuasion d6, Shooting d6, Streetwise d8
Charisma: -; Pace: 6; Parry: 5; Toughness: 5
Hindrances: Heroic, Stubborn, Big Mouth
Edges: Connections, Investigator
Gear: Smith & Wesson .44(Shooting, Range 12/24/48, Damage 2d6+1, RoF:1, AP 1, Revolver)
"I'm Wayne, Deputy Wayne Tisdale."
Rex
Seasoned Human Road Warrior
Wild Card
Attributes: Agility d10, Smarts d6, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d6, Driving d10, Investigation d4, Notice d6, Persuasion d4, Shooting d6, Streetwise d4, Survival d6, Taunt d6
Charisma: -; Pace: 6; Parry: 5; Toughness: 6 (1)
Hindrances: Major Vengeful, Loyal, Death Wish
Edges: Ace, Danger Sense, Hard to Kill
Gear: Leather armour (+1), Sawn off double barrelled Shotgun(Shooting, Range 5/10/20, Damage 1-3D6, RoF:1-2, Shotgun, double barrelled)
"I said shut it, you slag."
Wild Card
Attributes: Agility d10, Smarts d6, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d6, Driving d10, Investigation d4, Notice d6, Persuasion d4, Shooting d6, Streetwise d4, Survival d6, Taunt d6
Charisma: -; Pace: 6; Parry: 5; Toughness: 6 (1)
Hindrances: Major Vengeful, Loyal, Death Wish
Edges: Ace, Danger Sense, Hard to Kill
Gear: Leather armour (+1), Sawn off double barrelled Shotgun(Shooting, Range 5/10/20, Damage 1-3D6, RoF:1-2, Shotgun, double barrelled)
"I said shut it, you slag."
Shadow Dragon
Wild Card
Attributes: Agility d10, Smarts d8, Spirit d10, Strength d12+7, Vigor d12
Skills: Fighting d12, Notice d12, Persuasion d8, Stealth d12+2, Spellcasting d10
Charisma: +2; Pace: 10; Parry: 8; Toughness: 19(3)
Hindrances: Major Habit(Villainous Monologuing), Arrogant
Edges: Ambidextrous, Arcane Background (Magic), Dodge, Level Headed, Power Surge, Two-Fisted
Spells: (15 Power Points) Intangibility, Mind Reading, Obscure, Puppet.
Special Abilities:
• Armor +3: Scaly Hide
• Claws/Bite: Str+d8
• Blindsight: Ignore sight-based penalties and gaze attacks.
• Shadow Breath: Shadow Dragons inhale shadows, and with them life force, using the Cone Template. Every target within this cone may make an Spirit roll at –2 to avoid the attack. Those who fail suffer 2d10 damage and 1 fatigue. A shadow dragon may not spell cast or attack with its claws or bite in the round it inhales shadows.
• Flight: Flying Pace of 24".
• Size +8: Increases Toughness by +8.
• Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.
• Tail Lash: The dragon can sweep all opponents in its rear facing in a 3” long by 6” wide square. This is a standard Fighting attack, and damage is equal to the dragon’s Strength –2.
"Resistance may prove an interesting diversion. So by all means struggle against your doom."
Attributes: Agility d10, Smarts d8, Spirit d10, Strength d12+7, Vigor d12
Skills: Fighting d12, Notice d12, Persuasion d8, Stealth d12+2, Spellcasting d10
Charisma: +2; Pace: 10; Parry: 8; Toughness: 19(3)
Hindrances: Major Habit(Villainous Monologuing), Arrogant
Edges: Ambidextrous, Arcane Background (Magic), Dodge, Level Headed, Power Surge, Two-Fisted
Spells: (15 Power Points) Intangibility, Mind Reading, Obscure, Puppet.
Special Abilities:
• Armor +3: Scaly Hide
• Claws/Bite: Str+d8
• Blindsight: Ignore sight-based penalties and gaze attacks.
• Shadow Breath: Shadow Dragons inhale shadows, and with them life force, using the Cone Template. Every target within this cone may make an Spirit roll at –2 to avoid the attack. Those who fail suffer 2d10 damage and 1 fatigue. A shadow dragon may not spell cast or attack with its claws or bite in the round it inhales shadows.
• Flight: Flying Pace of 24".
• Size +8: Increases Toughness by +8.
• Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.
• Tail Lash: The dragon can sweep all opponents in its rear facing in a 3” long by 6” wide square. This is a standard Fighting attack, and damage is equal to the dragon’s Strength –2.
"Resistance may prove an interesting diversion. So by all means struggle against your doom."
Berkeley
Seasoned Human Zombie Survivor
Wild Card
Attributes: Agility d10, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Climb d4, Fighting d10, Driving d6, Investigation d6, Notice d6, Shooting d6, Survival d6, Taunt d6
Charisma: -; Pace: 8; Parry: 7; Toughness: 5
Hindrances: Major Wanted (Has tasty brains), Cautious, Minor Phobia(The Dark)
Edges: Brave, Fleet-footed, Luck, Trademark weapon(Chainsaw)
Gear: Chainsaw(2d6+4, Natural 1 on Fighting Die hits user instead.), Mossberg 500(Shooting, Range 12/24/48, Damage 1-3D6, RoF:1, Shotgun)
Wild Card
Attributes: Agility d10, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Climb d4, Fighting d10, Driving d6, Investigation d6, Notice d6, Shooting d6, Survival d6, Taunt d6
Charisma: -; Pace: 8; Parry: 7; Toughness: 5
Hindrances: Major Wanted (Has tasty brains), Cautious, Minor Phobia(The Dark)
Edges: Brave, Fleet-footed, Luck, Trademark weapon(Chainsaw)
Gear: Chainsaw(2d6+4, Natural 1 on Fighting Die hits user instead.), Mossberg 500(Shooting, Range 12/24/48, Damage 1-3D6, RoF:1, Shotgun)
Bonnie
Veteran Human Futuristic Heroine
Wild Card
Attributes: Agility d10, Smarts d6, Spirit d6, Strength d6, Vigor d8
Skills: Climb d6, Fighting d6, Driving d4, Investigation d6, Notice d6, Shooting d10, Swimming d6, Taunt d6
Charisma: -; Pace: 6; Parry: 5; Toughness: 6
Hindrances: Heroic, Loyal, Big Mouth
Edges: Acrobat, Ambidexterous, Level Headed Marksman, Rock and Roll, Steady Hands, Two-Fisted
Gear: Two H&K MP5A5s(Shooting, Range 12/24/48, Damage 2d6, RoF:3 AP 1, 3RB, Auto), Two Star Firestar M43s(Shooting, Range 12/24/48, Damage 2d6, RoF:1, AP 1, Semi-Auto), Mossberg 500(Shooting, Range 12/24/48, Damage 1-3D6, RoF:1, Shotgun)
Wild Card
Attributes: Agility d10, Smarts d6, Spirit d6, Strength d6, Vigor d8
Skills: Climb d6, Fighting d6, Driving d4, Investigation d6, Notice d6, Shooting d10, Swimming d6, Taunt d6
Charisma: -; Pace: 6; Parry: 5; Toughness: 6
Hindrances: Heroic, Loyal, Big Mouth
Edges: Acrobat, Ambidexterous, Level Headed Marksman, Rock and Roll, Steady Hands, Two-Fisted
Gear: Two H&K MP5A5s(Shooting, Range 12/24/48, Damage 2d6, RoF:3 AP 1, 3RB, Auto), Two Star Firestar M43s(Shooting, Range 12/24/48, Damage 2d6, RoF:1, AP 1, Semi-Auto), Mossberg 500(Shooting, Range 12/24/48, Damage 1-3D6, RoF:1, Shotgun)
Seltyiel
Seasoned Half-Elf Swordmage
Wild Card
Attributes: Agility d10, Smarts d10, Spirit d6, Strength d6, Vigor d8
Skills: Climbing d6, Fighting d8, Intimidation d6, Knowledge(Arcana) d8, Notice d6, Spellcasting d10, Stealth d8
Charisma: -2; Pace: 6; Parry: 6; Toughness: 8(2/1)
Hindrances: Outsider, Stubborn, Major Vengeful, Minor Wanted
Edges: Acrobat, Arcane Background (Magic), Assassin, New Power
Spells: Blast(Fireball), Bolt(Lightning), Deflection, Smite(Flaming Weapon)
Gear: Backpack , Bedroll , Long Sword (Str+d8), Reinforced leather (+2 (+1), 1 point of Armor is bypassed if hit with a raise), Rope (10”) , Soap , Whistle.
Racial Characteristics:
• Heritage: Some half-elves retain the grace of their elven parent. Others gain the adaptability of their human ancestry. A half-elf may either start with a free Edge of his choice (as a human), or a d6 in Agility instead of a d4.
• Low Light Vision: The character’s eyes amplify light like a cat’s, allowing him to see in the dark. He ignores attack penalties for Dim and Dark lighting.
• Outsider: Half-elves aren’t true outsiders (as per the Hindrance of the same name), but neither are they ever quite comfortable around humans or elves as one of their own, so the effect is the same.
"To walk the path of Zerthimon you must *know* of the People. The knowing of such things by one not of the People is a difficult matter. There are those not of the People who have heard the Way of Zerthimon, but they do not know the Way."
Wild Card
Attributes: Agility d10, Smarts d10, Spirit d6, Strength d6, Vigor d8
Skills: Climbing d6, Fighting d8, Intimidation d6, Knowledge(Arcana) d8, Notice d6, Spellcasting d10, Stealth d8
Charisma: -2; Pace: 6; Parry: 6; Toughness: 8(2/1)
Hindrances: Outsider, Stubborn, Major Vengeful, Minor Wanted
Edges: Acrobat, Arcane Background (Magic), Assassin, New Power
Spells: Blast(Fireball), Bolt(Lightning), Deflection, Smite(Flaming Weapon)
Gear: Backpack , Bedroll , Long Sword (Str+d8), Reinforced leather (+2 (+1), 1 point of Armor is bypassed if hit with a raise), Rope (10”) , Soap , Whistle.
Racial Characteristics:
• Heritage: Some half-elves retain the grace of their elven parent. Others gain the adaptability of their human ancestry. A half-elf may either start with a free Edge of his choice (as a human), or a d6 in Agility instead of a d4.
• Low Light Vision: The character’s eyes amplify light like a cat’s, allowing him to see in the dark. He ignores attack penalties for Dim and Dark lighting.
• Outsider: Half-elves aren’t true outsiders (as per the Hindrance of the same name), but neither are they ever quite comfortable around humans or elves as one of their own, so the effect is the same.
"To walk the path of Zerthimon you must *know* of the People. The knowing of such things by one not of the People is a difficult matter. There are those not of the People who have heard the Way of Zerthimon, but they do not know the Way."
Tuesday, 25 June 2013
Arrius
Skeletal Warrior
Wild CardAttributes: Agility d8, Smarts d8, Spirit d10, Strength d12+1, Vigor d10
Skills: Fighting d8, Intimidation d12+1, Notice d12, Repair d12, Riding d8, Stealth d8
Pace: 6; Parry: 6; Toughness: 12(3)
Edges: Beastbond, Counter Attack, Strong Willed
Gear: Longsword (Str+d8), Plate Armour(+3), Large Shield(+2 Parry, +2 Armour vs ranged attacks in arc.)
Special Abilities:
• Blindsight: Ignore sight-based penalties and gaze attacks.
• Fear: Anyone who sees this creature must make a Fear check.
• Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison and called shots.
• Steed: Once between each pair of dusks, he can Summon an Undead Warhorse for a Spirit test hours.
• Pah, I don't need my Body!: When killed his skull undocks from his body, since he is a Headless Knight (a Dullahan) mated with a separately Animated Flying Skull.
Animated Flying Skull
Wild CardAttributes: Agility d8, Smarts d8, Spirit d10, Strength d6, Vigor d6
Skills: Fighting d8, Intimidation d12, Notice d8, Stealth d10
Pace: -; Parry: 6; Toughness: 5
Special Abilities:
• Slam: Str
• Blindsight: Ignore sight-based penalties and gaze attacks.
• Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison and called shots.
• Flight: Flying Pace of 7".
• Immunity: Fire.
• Size -2: Reduces Toughness by -2.
• Small: +2 to attack medium-sized foes, they receive -2 to their attacks.
"Heh, Overconfidence, I remember that. This is my getaway skull."
Shaeress Nashanneth
Dark Elf Queen
Wild Card
Attributes: Agility d8, Smarts d6, Spirit d10, Strength d6, Vigor d8
Skills: Climbing d4, Fighting d4, Intimidate d10 Persuasion d8, Notice d6, Spellcasting d8,Stealth d6, Streetwise d4, Taunt d8
Charisma: +6; Pace: 6; Parry: 5; Toughness: 6
Hindrances: All Thumbs, Bloodthirsty, Stubborn,
Edges: Acrobat, Very Attractive, Charismatic, Command, Command Presence, Femme Fatale, Leader of Men, Two Fisted
Special Abilities:
• Low Light Vision: Elven eyes amplify light like a cat’s, allowing them to see in the dark. Elves ignores attack penalties for Dim and Dark lighting.
"DON'T touch me! I'm super important!"
Femme Fatale is in the Pulp GM's Toolkit p15.
Wild Card
Attributes: Agility d8, Smarts d6, Spirit d10, Strength d6, Vigor d8
Skills: Climbing d4, Fighting d4, Intimidate d10 Persuasion d8, Notice d6, Spellcasting d8,Stealth d6, Streetwise d4, Taunt d8
Charisma: +6; Pace: 6; Parry: 5; Toughness: 6
Hindrances: All Thumbs, Bloodthirsty, Stubborn,
Edges: Acrobat, Very Attractive, Charismatic, Command, Command Presence, Femme Fatale, Leader of Men, Two Fisted
Special Abilities:
• Low Light Vision: Elven eyes amplify light like a cat’s, allowing them to see in the dark. Elves ignores attack penalties for Dim and Dark lighting.
"DON'T touch me! I'm super important!"
Femme Fatale is in the Pulp GM's Toolkit p15.
Liela Mordollwen
Dark Elf Sorceress
Wild Card
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Climbing d6, Fighting d6, Knowledge(Arcana)d8, Notice d6, Spellcasting d8,Stealth d6, Streetwise d6, Taunt d8
Charisma: 0; Pace: 6; Parry: 6 (Including Spear); Toughness: 6(1)
Hindrances: All Thumbs, Arrogant,
Edges: Acrobat, Arcane Background(Magic), Familiar(Senses, Wound and Fatigue transfer.), Two Fisted, Wizard
Spells:(15 Power Points) Fear, Jet(Lightning), Quickness, Puppet, Wall Walker.
Special Abilities:
• Low Light Vision: Elven eyes amplify light like a cat’s, allowing them to see in the dark. Elves ignores attack penalties for Dim and Dark lighting.
• Giant Hunting Spider Familiar
Gear: Leather armour (+1), Spear (Str+d6; Reach 1"; Parry +1; 2 hands), House of the Fallen Star Ginsu Blade (Str+d6, AP1)
Wild Card
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Climbing d6, Fighting d6, Knowledge(Arcana)d8, Notice d6, Spellcasting d8,Stealth d6, Streetwise d6, Taunt d8
Charisma: 0; Pace: 6; Parry: 6 (Including Spear); Toughness: 6(1)
Hindrances: All Thumbs, Arrogant,
Edges: Acrobat, Arcane Background(Magic), Familiar(Senses, Wound and Fatigue transfer.), Two Fisted, Wizard
Spells:(15 Power Points) Fear, Jet(Lightning), Quickness, Puppet, Wall Walker.
Special Abilities:
• Low Light Vision: Elven eyes amplify light like a cat’s, allowing them to see in the dark. Elves ignores attack penalties for Dim and Dark lighting.
• Giant Hunting Spider Familiar
Gear: Leather armour (+1), Spear (Str+d6; Reach 1"; Parry +1; 2 hands), House of the Fallen Star Ginsu Blade (Str+d6, AP1)
Tierdeleira
Dark Elf Priestess
Wild Card
Attributes: Agility d10, Smarts d6, Spirit d8, Strength d6, Vigor d8
Skills: Climbing d6, Fighting d8, Faith d10, Notice d6, Stealth d6, Streetwise d6, Taunt d8
Charisma: 0; Pace: 6; Parry: 7; Toughness: 7(1)
Hindrances: All Thumbs, Arrogant
Edges: Arcane Background(Miracles), No Mercy, Power Surge, Unholy Warrior, Two Fisted
Spells: (20 Power Points) Barrier(Spider Webs), Bolt(Poison Icicles), Boost/Lower Trait, Havoc, Warrior's Gift
Special Abilities:
• Low Light Vision: Elven eyes amplify light like a cat’s, allowing them to see in the dark. Elves ignores attack penalties for Dim and Dark lighting.
Gear: Leather armour (+1), Mace (Str+d6), Shield (Parry +1)
Wild Card
Attributes: Agility d10, Smarts d6, Spirit d8, Strength d6, Vigor d8
Skills: Climbing d6, Fighting d8, Faith d10, Notice d6, Stealth d6, Streetwise d6, Taunt d8
Charisma: 0; Pace: 6; Parry: 7; Toughness: 7(1)
Hindrances: All Thumbs, Arrogant
Edges: Arcane Background(Miracles), No Mercy, Power Surge, Unholy Warrior, Two Fisted
Spells: (20 Power Points) Barrier(Spider Webs), Bolt(Poison Icicles), Boost/Lower Trait, Havoc, Warrior's Gift
Special Abilities:
• Low Light Vision: Elven eyes amplify light like a cat’s, allowing them to see in the dark. Elves ignores attack penalties for Dim and Dark lighting.
Gear: Leather armour (+1), Mace (Str+d6), Shield (Parry +1)
Dark Elf Warrior
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Climbing d6, Fighting d8, Notice d6, Stealth d6, Streetwise d6, Taunt d6
Pace: 6; Parry: 7; Toughness: 7(2)
Hindrances: All Thumbs, Arrogant
Edges: Assassin, Florentine, Two Fisted
Special Abilities:
• Low Light Vision: Elven eyes amplify light like a cat’s, allowing them to see in the dark. Elves ignores attack penalties for Dim and Dark lighting.
Gear: Carapace and Leatehr Armour (+2), 2 House of the Fallen Star Ginsu Blades (Str+d6, AP1)
Skills: Climbing d6, Fighting d8, Notice d6, Stealth d6, Streetwise d6, Taunt d6
Pace: 6; Parry: 7; Toughness: 7(2)
Hindrances: All Thumbs, Arrogant
Edges: Assassin, Florentine, Two Fisted
Special Abilities:
• Low Light Vision: Elven eyes amplify light like a cat’s, allowing them to see in the dark. Elves ignores attack penalties for Dim and Dark lighting.
Gear: Carapace and Leatehr Armour (+2), 2 House of the Fallen Star Ginsu Blades (Str+d6, AP1)
Fire Golem
Skills: Fighting d8, Shooting d8
Charisma: -; Pace: 6; Parry: 6; Toughness: 11
Hindrance: Major Habit (Refined Fuels)
Edges: Acrobat, Quick
Special Abilities:
• Flaming Fists: Str+d6 and sets things on fire.
• Flame Strike: Fire golems can project a searing blast of flame using the Cone Template. Characters within the cone must beat it’s Shooting roll with Agility or suffer 2d10 damage, plus the chance of catching fire.
• Incendiary: The Fire Golem has a Fire Damage Field.
• Low Light Vision: No penalties for dim or dark lighting
• Mindless: Immune to mind-affecting magic.
• Fearless: Immune to fear and Intimidation.
• Construct: +2 to recover from Shaken, ignore wound modifiers.
• Size +3: Increases Toughness by +3.
• Weakness: Takes double damage from Water/Cold.
Strumpet
Novice Human Seamstress of Negotiable Affection
Wild Card
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d4, Intimidate d6, Notice d6, Persuasion d10, Streetwise d6, Taunt d6, Throwing d4
Charisma: +4; Pace: 6; Parry: 5; Toughness: 5
Hindrance: Greedy, Wanted, Illiterate
Edges: Attractive, Charismatic.
Gear: Easily Removable Clothing(+0), Knife(Str+d4, Range:3/6/12)
"I'm a fine looking Strumpet, isn't I?"
Wild Card
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d4, Intimidate d6, Notice d6, Persuasion d10, Streetwise d6, Taunt d6, Throwing d4
Charisma: +4; Pace: 6; Parry: 5; Toughness: 5
Hindrance: Greedy, Wanted, Illiterate
Edges: Attractive, Charismatic.
Gear: Easily Removable Clothing(+0), Knife(Str+d4, Range:3/6/12)
"I'm a fine looking Strumpet, isn't I?"
Dragonman Warrior
Veteran Evolved Kobold
Wild Card
Attributes: Agility d8, Smarts d6, Spirit d10, Strength d8, Vigor d10
Skills: Climbing d6, Fighting d8, Intimidate d6, Knowledge (Arcana) d4, Knowledge (History) d6, Notice d6, Stealth d6, Throwing d4
Charisma: -; Pace: 6; Parry: 6; Toughness: 11 (3)
Hindrance: Code of Honor, Illiterate, Outsider
Edges: Acrobat, Command
Gear: Plate armour (+3), Bastard Sword (Str+d8, Parry -1, +1 damage if used in both hands), shield (Parry +1)
Racial Abilities:
• Arcane Senses: Kobolds can detect supernatural persons, objects, or effects within sight. This includes invisible foes, enchantments on people or items, weird science devices, and so on. Kobolds find this taxing and must succeed on a Spirit roll at –2 or suffer a level of Fatigue, which is removed after an hour’s rest.
• Dragonblood: Kobolds have the blood of dragons coursing through their veins. If they choose the Arcane Background (Magic) Edge they start with 15 Power Points.
• Claws: These count as natural weapons in combat and cause Str+d6 damage.
• Tail: This helps maintain balance and can also be used to knock foes down. He gains a +2 bonus to all Agility rolls involving an element of balance, and a +2 bonus to Agility-based Tricks.
• Chosen: +2 to any Dragon or Kobold related Common Knowledge rolls.
• Size +1: and thus toughness +1.
"Looking inside yourself, sometimes you find a monster."
Kobolds are based on Drakin from Sundered Skies. This one has Chosen, Dragon Might and Dragon Tail.
Wild Card
Attributes: Agility d8, Smarts d6, Spirit d10, Strength d8, Vigor d10
Skills: Climbing d6, Fighting d8, Intimidate d6, Knowledge (Arcana) d4, Knowledge (History) d6, Notice d6, Stealth d6, Throwing d4
Charisma: -; Pace: 6; Parry: 6; Toughness: 11 (3)
Hindrance: Code of Honor, Illiterate, Outsider
Edges: Acrobat, Command
Gear: Plate armour (+3), Bastard Sword (Str+d8, Parry -1, +1 damage if used in both hands), shield (Parry +1)
Racial Abilities:
• Arcane Senses: Kobolds can detect supernatural persons, objects, or effects within sight. This includes invisible foes, enchantments on people or items, weird science devices, and so on. Kobolds find this taxing and must succeed on a Spirit roll at –2 or suffer a level of Fatigue, which is removed after an hour’s rest.
• Dragonblood: Kobolds have the blood of dragons coursing through their veins. If they choose the Arcane Background (Magic) Edge they start with 15 Power Points.
• Claws: These count as natural weapons in combat and cause Str+d6 damage.
• Tail: This helps maintain balance and can also be used to knock foes down. He gains a +2 bonus to all Agility rolls involving an element of balance, and a +2 bonus to Agility-based Tricks.
• Chosen: +2 to any Dragon or Kobold related Common Knowledge rolls.
• Size +1: and thus toughness +1.
"Looking inside yourself, sometimes you find a monster."
Kobolds are based on Drakin from Sundered Skies. This one has Chosen, Dragon Might and Dragon Tail.
Goblin Mace Fanatic
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d8
Skills: Climbing d6, Fighting d6, Notice d6, Stealth d6, Throwing d4
Charisma: -; Pace: 8; Parry: 6; Toughness: 6 (1)
Hindrance: Bloodthirsty, Major Habit(Fungoid based amphetamines)
Edges: Alertness, Frenzy, Fleet-Footed
Gear: Leather armour (+1), mace (Str+d6), shield (Parry +1)
Racial Abilities:
• Infravision: Goblins halve penalties for dark lighting against living targets (round down).
• Small: Size -1 and thus toughness -1.
Skills: Climbing d6, Fighting d6, Notice d6, Stealth d6, Throwing d4
Charisma: -; Pace: 8; Parry: 6; Toughness: 6 (1)
Hindrance: Bloodthirsty, Major Habit(Fungoid based amphetamines)
Edges: Alertness, Frenzy, Fleet-Footed
Gear: Leather armour (+1), mace (Str+d6), shield (Parry +1)
Racial Abilities:
• Infravision: Goblins halve penalties for dark lighting against living targets (round down).
• Small: Size -1 and thus toughness -1.
Goblin Triarii
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d8
Skills: Climbing d6, Fighting d4, Notice d6, Stealth d6, Throwing d4
Charisma: -; Pace: 6; Parry: 5; Toughness: 6 (1)
Hindrance: Cowardly, Bloodthirsty
Edges: Alertness, Scamper
Gear: Leather armour (+1), Spear (Str+d6; Reach 1"), shield (Parry +1)
Scamper can be found in Wizards and Warriors or the Fantasy Companion.
Skills: Climbing d6, Fighting d4, Notice d6, Stealth d6, Throwing d4
Charisma: -; Pace: 6; Parry: 5; Toughness: 6 (1)
Hindrance: Cowardly, Bloodthirsty
Edges: Alertness, Scamper
Gear: Leather armour (+1), Spear (Str+d6; Reach 1"), shield (Parry +1)
Scamper can be found in Wizards and Warriors or the Fantasy Companion.
Goblin Sticker
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d8
Skills: Climbing d6, Fighting d4, Notice d6, Shooting d6, Stealth d6
Charisma: -; Pace: 6; Parry: 5; Toughness: 6 (1)
Hindrance: Bloodthirsty
Edges: Alertness, Steady Hands
Gear: Leather armour (+1), knife (Str+d4), Bow (Shooting; range 12/24/48; 2d6)
Racial Abilities:
• Infravision: Goblins halve penalties for dark lighting against living targets (round down).
• Small: Size -1 and thus toughness -1.
Skills: Climbing d6, Fighting d4, Notice d6, Shooting d6, Stealth d6
Charisma: -; Pace: 6; Parry: 5; Toughness: 6 (1)
Hindrance: Bloodthirsty
Edges: Alertness, Steady Hands
Gear: Leather armour (+1), knife (Str+d4), Bow (Shooting; range 12/24/48; 2d6)
Racial Abilities:
• Infravision: Goblins halve penalties for dark lighting against living targets (round down).
• Small: Size -1 and thus toughness -1.
Kobold Officer
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d6
Skills: Fighting d6, Notice d6, Repair d6, Spellcasting d6, Stealth d6, Throwing d4
Charisma: -; Pace: 6; Parry: 5; Toughness: 5 (1)
Hindrance: Cowardly
Edge: Assassin, Arcane Background(Magic),Command, First Strike, Extraction
Spells: (15 Power Points) Confusion, Dispel, Warrior's Gift
Gear: Spear (Str+d6; Reach 1";), Shortsword (Str+d6), Leather bits(+1)
Racial Abilities:
• Arcane Senses: Kobolds can detect supernatural persons, objects, or effects within sight. This includes invisible foes, enchantments on people or items, weird science devices, and so on. Kobolds find this taxing and must succeed on a Spirit roll at –2 or suffer a level of Fatigue, which is removed after an hour’s rest.
• Dragonblood: Kobolds have the blood of dragons coursing through their veins. If they choose the Arcane Background (Magic) Edge they start with 15 Power Points.
• Small: Size -1 and thus toughness -1.
"Jaffa, Kree!"
Skills: Fighting d6, Notice d6, Repair d6, Spellcasting d6, Stealth d6, Throwing d4
Charisma: -; Pace: 6; Parry: 5; Toughness: 5 (1)
Hindrance: Cowardly
Edge: Assassin, Arcane Background(Magic),Command, First Strike, Extraction
Spells: (15 Power Points) Confusion, Dispel, Warrior's Gift
Gear: Spear (Str+d6; Reach 1";), Shortsword (Str+d6), Leather bits(+1)
Racial Abilities:
• Arcane Senses: Kobolds can detect supernatural persons, objects, or effects within sight. This includes invisible foes, enchantments on people or items, weird science devices, and so on. Kobolds find this taxing and must succeed on a Spirit roll at –2 or suffer a level of Fatigue, which is removed after an hour’s rest.
• Dragonblood: Kobolds have the blood of dragons coursing through their veins. If they choose the Arcane Background (Magic) Edge they start with 15 Power Points.
• Small: Size -1 and thus toughness -1.
"Jaffa, Kree!"
Kobold Spear
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d4, Notice d6, Repair d6, Stealth d6, Throwing d4
Charisma: -; Pace: 6; Parry: 5; Toughness: 5 (1)
Hindrance: Cowardly
Edge: Assassin, First Strike, Extraction
Gear: Spear (Str+d6; Reach 1"; Parry +1; 2 hands), sling (Throwing; range 4/8/16; Str+d4), Leather bits(+1)
Racial Abilities:
• Arcane Senses: Kobolds can detect supernatural persons, objects, or effects within sight. This includes invisible foes, enchantments on people or items, weird science devices, and so on. Kobolds find this taxing and must succeed on a Spirit roll at –2 or suffer a level of Fatigue, which is removed after an hour’s rest.
• Dragonblood: Kobolds have the blood of dragons coursing through their veins. If they choose the Arcane Background (Magic) Edge they start with 15 Power Points.
• Small: Size -1 and thus toughness -1.
"Utinni!"
Skills: Fighting d4, Notice d6, Repair d6, Stealth d6, Throwing d4
Charisma: -; Pace: 6; Parry: 5; Toughness: 5 (1)
Hindrance: Cowardly
Edge: Assassin, First Strike, Extraction
Gear: Spear (Str+d6; Reach 1"; Parry +1; 2 hands), sling (Throwing; range 4/8/16; Str+d4), Leather bits(+1)
Racial Abilities:
• Arcane Senses: Kobolds can detect supernatural persons, objects, or effects within sight. This includes invisible foes, enchantments on people or items, weird science devices, and so on. Kobolds find this taxing and must succeed on a Spirit roll at –2 or suffer a level of Fatigue, which is removed after an hour’s rest.
• Dragonblood: Kobolds have the blood of dragons coursing through their veins. If they choose the Arcane Background (Magic) Edge they start with 15 Power Points.
• Small: Size -1 and thus toughness -1.
"Utinni!"
Kobold Warrior
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d4, Notice d6, Repair d6, Stealth d6, Throwing d4
Charisma: -; Pace: 6; Parry: 6; Toughness: 5 (1)
Hindrance: Cowardly
Edge: Assassin, First Strike, Extraction
Gear: Shortsword (Str+d6), Light Shield (+1 Parry), Leather bits(+1)
Racial Abilities:
• Arcane Senses: Kobolds can detect supernatural persons, objects, or effects within sight. This includes invisible foes, enchantments on people or items, weird science devices, and so on. Kobolds find this taxing and must succeed on a Spirit roll at –2 or suffer a level of Fatigue, which is removed after an hour’s rest.
• Dragonblood: Kobolds have the blood of dragons coursing through their veins. If they choose the Arcane Background (Magic) Edge they start with 15 Power Points.
• Small: Size -1 and thus toughness -1.
"Bad-Lugs!"
Skills: Fighting d4, Notice d6, Repair d6, Stealth d6, Throwing d4
Charisma: -; Pace: 6; Parry: 6; Toughness: 5 (1)
Hindrance: Cowardly
Edge: Assassin, First Strike, Extraction
Gear: Shortsword (Str+d6), Light Shield (+1 Parry), Leather bits(+1)
Racial Abilities:
• Arcane Senses: Kobolds can detect supernatural persons, objects, or effects within sight. This includes invisible foes, enchantments on people or items, weird science devices, and so on. Kobolds find this taxing and must succeed on a Spirit roll at –2 or suffer a level of Fatigue, which is removed after an hour’s rest.
• Dragonblood: Kobolds have the blood of dragons coursing through their veins. If they choose the Arcane Background (Magic) Edge they start with 15 Power Points.
• Small: Size -1 and thus toughness -1.
"Bad-Lugs!"
Kobold
Racial Abilities:
• Arcane Senses: Kobolds can detect supernatural persons, objects, or effects within sight. This includes invisible foes, enchantments on people or items, weird science devices, and so on. Kobolds find this taxing and must succeed on a Spirit roll at –2 or suffer a level of Fatigue, which is removed after an hour’s rest.
• Dragonblood: Kobolds have the blood of dragons coursing through their veins. If they choose the Arcane Background (Magic) Edge they start with 15 Power Points.
• Small: Size -1 and thus toughness -1.
• Arcane Senses: Kobolds can detect supernatural persons, objects, or effects within sight. This includes invisible foes, enchantments on people or items, weird science devices, and so on. Kobolds find this taxing and must succeed on a Spirit roll at –2 or suffer a level of Fatigue, which is removed after an hour’s rest.
• Dragonblood: Kobolds have the blood of dragons coursing through their veins. If they choose the Arcane Background (Magic) Edge they start with 15 Power Points.
• Small: Size -1 and thus toughness -1.
IMEF Heavy Gunner
Reggie Van Zandt,
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d8
Skills: Boating d6, Driving d6, Fighting d8, Notice d6, Shooting d8, Swimming d6, Throwing d6
Pace: 6; Parry: 6; Toughness: 15(8)
Hindrances: Loyal
Edges: Brawny, Dodge, Marksman, Rock and Roll
Gear: Hard Armor(+8), two Plasma Grenades(Throwing: Range: 5/10/20 RoF 1 Damage 4d6 Medium Burst, Grenade), Vulcan (HMG 50/100/200 RoF: 6 Damage: 2d8 AP 6; Snapfire; Heavy Weapon).
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d8
Skills: Boating d6, Driving d6, Fighting d8, Notice d6, Shooting d8, Swimming d6, Throwing d6
Pace: 6; Parry: 6; Toughness: 15(8)
Hindrances: Loyal
Edges: Brawny, Dodge, Marksman, Rock and Roll
Gear: Hard Armor(+8), two Plasma Grenades(Throwing: Range: 5/10/20 RoF 1 Damage 4d6 Medium Burst, Grenade), Vulcan (HMG 50/100/200 RoF: 6 Damage: 2d8 AP 6; Snapfire; Heavy Weapon).
IMEF Flame Thrower
"Torch" McHugh
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d8
Skills: Boating d6, Driving d6, Fighting d8, Notice d6, Repair d6, Shooting d8, Swimming d6, Throwing d6
Pace: 6; Parry: 6; Toughness: 14(8)
Hindrances: Loyal
Edges: Dodge, Marksman.
Gear: Hard Armor(+8), two Plasma Grenades(Throwing: Range: 5/10/20 RoF 1 Damage 4d6 Medium Burst, Grenade), Incinerator (Range: Cone RoF:1 Damage 2d10 Ignores Armor, Starts Fires).
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d8
Skills: Boating d6, Driving d6, Fighting d8, Notice d6, Repair d6, Shooting d8, Swimming d6, Throwing d6
Pace: 6; Parry: 6; Toughness: 14(8)
Hindrances: Loyal
Edges: Dodge, Marksman.
Gear: Hard Armor(+8), two Plasma Grenades(Throwing: Range: 5/10/20 RoF 1 Damage 4d6 Medium Burst, Grenade), Incinerator (Range: Cone RoF:1 Damage 2d10 Ignores Armor, Starts Fires).
IMEF Sniper
Sarah Blitzer
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d8
Skills: Boating d6, Driving d6, Fighting d8, Notice d8, Shooting d10, Swimming d6, Throwing d6
Pace: 6; Parry: 6; Toughness: 12(6)
Hindrances: Loyal
Edges: Assassin, Dodge, Marksman
Gear: Infantry Battle Armor With Thermal/Optic Camoflage(+6, +1 to Ranged target numbers to be hit.), two Plasma Grenades(Throwing: Range: 5/10/20 RoF 1 Damage 4d6 Medium Burst, Grenade), Strelitz Rifle (Range 50/100/150 Rof:1 Damage:2d8+1 AP 8, Scope, No Move and Fire, Heavy Weapon.)
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d8
Skills: Boating d6, Driving d6, Fighting d8, Notice d8, Shooting d10, Swimming d6, Throwing d6
Pace: 6; Parry: 6; Toughness: 12(6)
Hindrances: Loyal
Edges: Assassin, Dodge, Marksman
Gear: Infantry Battle Armor With Thermal/Optic Camoflage(+6, +1 to Ranged target numbers to be hit.), two Plasma Grenades(Throwing: Range: 5/10/20 RoF 1 Damage 4d6 Medium Burst, Grenade), Strelitz Rifle (Range 50/100/150 Rof:1 Damage:2d8+1 AP 8, Scope, No Move and Fire, Heavy Weapon.)
IMEF Squad Leader
Nick Stone
Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6, Vigor d8
Skills: Driving d6, Fighting d8, Knowledge(Battle) d8, Notice d6, Shooting d8, Swimming d6, Throwing d6
Pace: 6; Parry: 6; Toughness: 14(8)
Hindrances: Loyal
Edges: Command, Dodge, Marksman, Tactician
Gear: Hard Armor(+8), two Plasma Grenades(Throwing: Range: 5/10/20 RoF 1 Damage 4d6 Medium Burst, Grenade), Sabot Rifle (Range: 28/56/112 RoF:3 Damage 2d8 AP 6; Scope).
Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6, Vigor d8
Skills: Driving d6, Fighting d8, Knowledge(Battle) d8, Notice d6, Shooting d8, Swimming d6, Throwing d6
Pace: 6; Parry: 6; Toughness: 14(8)
Hindrances: Loyal
Edges: Command, Dodge, Marksman, Tactician
Gear: Hard Armor(+8), two Plasma Grenades(Throwing: Range: 5/10/20 RoF 1 Damage 4d6 Medium Burst, Grenade), Sabot Rifle (Range: 28/56/112 RoF:3 Damage 2d8 AP 6; Scope).
IMEF Marine
Jazz Jenkins
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d8
Skills: Boating d6, Driving d6, Fighting d8, Security/Lockpicking d6, Notice d6, Shooting d8, Swimming d6, Throwing d6
Pace: 6; Parry: 6; Toughness: 14(8)
Hindrances: Loyal
Edges: Dodge, Marksman.
Gear: Hard Armor(+8), two Plasma Grenades(Throwing: Range: 5/10/20 RoF 1 Damage 4d6 Medium Burst, Grenade), Sabot Rifle (Range: 28/56/112 RoF:3 Damage 2d8 AP 6; Scope)
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d8
Skills: Boating d6, Driving d6, Fighting d8, Security/Lockpicking d6, Notice d6, Shooting d8, Swimming d6, Throwing d6
Pace: 6; Parry: 6; Toughness: 14(8)
Hindrances: Loyal
Edges: Dodge, Marksman.
Gear: Hard Armor(+8), two Plasma Grenades(Throwing: Range: 5/10/20 RoF 1 Damage 4d6 Medium Burst, Grenade), Sabot Rifle (Range: 28/56/112 RoF:3 Damage 2d8 AP 6; Scope)
Monday, 24 June 2013
Ezren
Wild Card
Attributes: Agility d8, Smarts d12, Spirit d8, Strength d6, Vigor d8
Skills: Driving d4, Fighting d4, Intimidate d6, Knowledge(Arcana) d10, Notice d6, Shooting d4, Spellcasting d10
Charisma: -; Pace: 6; Parry: 5; Toughness: 7 (1)
Hindrances: Curious, Loyal, Minor Enemy(Priesthood of Abadar)
Edges: Arcane Background(Magic), New Powerx2, Rapid Recharge, Wizard
Spells: (10 Power Points) Armor, Bolt(Acid), Blast(Fireball), Speed, Teleport
Gear: Cane (Str+d4, +1 Parry), light crossbow (Shooting; range 15/30/60; 2d6; AP 2)
Kyra
Veteran Human Cleric
Wild Card
Attributes: Agility d6, Smarts d6, Spirit d12, Strength d8, Vigor d8
Skills: Fighting d8, Healing d10, Faith d10, Persuasion d10, Throwing d4
Charisma: -; Pace: 5; Parry: 5; Toughness: 10 (3)
Hindrances: Code of honor, Vengance, Vow
Edges: Arcane Background(Miracles), Brawny, Champion, Holy Warrior
Spells: (10 Power Points) Bolt(Searing ray of light), Deflection, Healing
Gear: Plate corselet (+3), scimitar (Str+d8), sling (Throwing; range 4/8/16; Str+d4), backpack, bedroll, silver holy symbol, spell component pouch, trail rations (2), waterskin
Wild Card
Attributes: Agility d6, Smarts d6, Spirit d12, Strength d8, Vigor d8
Skills: Fighting d8, Healing d10, Faith d10, Persuasion d10, Throwing d4
Charisma: -; Pace: 5; Parry: 5; Toughness: 10 (3)
Hindrances: Code of honor, Vengance, Vow
Edges: Arcane Background(Miracles), Brawny, Champion, Holy Warrior
Spells: (10 Power Points) Bolt(Searing ray of light), Deflection, Healing
Gear: Plate corselet (+3), scimitar (Str+d8), sling (Throwing; range 4/8/16; Str+d4), backpack, bedroll, silver holy symbol, spell component pouch, trail rations (2), waterskin
Lilith
Deposed Queen of the Succubi
Wild Card
Attributes: Agility d12+2, Smarts d12+3, Spirit d12+3, Strength d12+2, Vigor d12+2
Skills: Fighting d12+2, Intimidation d12+3, Notice d12+7, Knowledge (Planes) d12+4, Persuasion d12+4, Stealth d12, Survival d12+1, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 9; Toughness: 12 (3)
Edges: Alertness, Arcane Background (Magic), Combat Reflexes, Frenzy, Quick, Strong Willed
Powers: Barrier (fire), Dispel, Intangibility, Mind Reading, Obscure (darkness), Puppet, Summon Ally, Teleport
Gear: Segmented Metal Whip (Str+d6, Reach 1, Can Grapple at Reach.)
Special Abilities:
• Armour +3: Natural armour.
• Darkvision: No vision penalties for darkness (range 12").
• Extraplanar: Not native to the material plane, and can be targeted by Banish.
• Flight: Flying Pace of 9".
• Evil: Affected by powers and abilities that work on evil creatures.
• Immunities: Electricity and poison.
• Resistances: -2 damage from acid, cold and fire.
• Poison: Inflict lethal poison if foe is Shaken or wounded.
Wild Card
Attributes: Agility d12+2, Smarts d12+3, Spirit d12+3, Strength d12+2, Vigor d12+2
Skills: Fighting d12+2, Intimidation d12+3, Notice d12+7, Knowledge (Planes) d12+4, Persuasion d12+4, Stealth d12, Survival d12+1, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 9; Toughness: 12 (3)
Edges: Alertness, Arcane Background (Magic), Combat Reflexes, Frenzy, Quick, Strong Willed
Powers: Barrier (fire), Dispel, Intangibility, Mind Reading, Obscure (darkness), Puppet, Summon Ally, Teleport
Gear: Segmented Metal Whip (Str+d6, Reach 1, Can Grapple at Reach.)
Special Abilities:
• Armour +3: Natural armour.
• Darkvision: No vision penalties for darkness (range 12").
• Extraplanar: Not native to the material plane, and can be targeted by Banish.
• Flight: Flying Pace of 9".
• Evil: Affected by powers and abilities that work on evil creatures.
• Immunities: Electricity and poison.
• Resistances: -2 damage from acid, cold and fire.
• Poison: Inflict lethal poison if foe is Shaken or wounded.
Lem
Veteran Halfling Bard
Wild Card
Attributes: Agility d8, Smarts d8, Spirit d6, Strength d6, Vigor d8
Skills: Fighting d6, Climbing d4, Notice d6, Perform d8, Persuasion d8, Stealth d8, Taunt d8, Throwing d6
Charisma: +4; Pace: 5; Parry: 5; Toughness: 7 (2)
Hindrances: Heroic, Poor, Outsider
Edges: Arcane Background (Miracles), Berserk, Dodge, Luck, New Power, Troubadour
Powers: (10 Power Points) Boost/Lower Trait, Legerdemain, Stun
Gear: Chainmail (+2), short sword (Str+d6), sling (Throwing; range 4/8/16; Str+d4), backpack, bedroll, hooded lantern, flute, scroll case, silk rope (50 ft.), spell component pouch, trail rations (2), waterskin
Special Abilities:
• Fortunate: +1 Benny per session. Stacks with Luck and Great Luck
• Size -1: Reduces Toughness by -1.
Wild Card
Attributes: Agility d8, Smarts d8, Spirit d6, Strength d6, Vigor d8
Skills: Fighting d6, Climbing d4, Notice d6, Perform d8, Persuasion d8, Stealth d8, Taunt d8, Throwing d6
Charisma: +4; Pace: 5; Parry: 5; Toughness: 7 (2)
Hindrances: Heroic, Poor, Outsider
Edges: Arcane Background (Miracles), Berserk, Dodge, Luck, New Power, Troubadour
Powers: (10 Power Points) Boost/Lower Trait, Legerdemain, Stun
Gear: Chainmail (+2), short sword (Str+d6), sling (Throwing; range 4/8/16; Str+d4), backpack, bedroll, hooded lantern, flute, scroll case, silk rope (50 ft.), spell component pouch, trail rations (2), waterskin
Special Abilities:
• Fortunate: +1 Benny per session. Stacks with Luck and Great Luck
• Size -1: Reduces Toughness by -1.
Sunday, 23 June 2013
Spirit of the Forest
Attributes: Agility d6, Smarts d8, Spirit d10, Strength d12+4, Vigor d12
Skills: Fighting d8, Intimidation d8, Notice d10, Persuasion d8, Stealth d8, Throwing d6
Charisma: -; Pace: 6; Parry: 6; Toughness: 14 (3)
Edges: Alertness, Frenzy, Strong Willed
Gear: Rock (Throwing; range 3/6/12; Str+d6)
Special Abilities:
• Armour +3: Sticks and Stones.
• Slams: Str+d8.
• Low Light Vision: No penalties for dim or dark lighting.
• Plant: +2 to recover from Shaken, ignore wound modifiers, poison and called shots.
• Weakness: Fire (double damage), Flammable.
• Size +4: Increases Toughness by +4.
• Large: -2 to attack medium-sized foes, they receive +2 to their attacks.
Skills: Fighting d8, Intimidation d8, Notice d10, Persuasion d8, Stealth d8, Throwing d6
Charisma: -; Pace: 6; Parry: 6; Toughness: 14 (3)
Edges: Alertness, Frenzy, Strong Willed
Gear: Rock (Throwing; range 3/6/12; Str+d6)
Special Abilities:
• Armour +3: Sticks and Stones.
• Slams: Str+d8.
• Low Light Vision: No penalties for dim or dark lighting.
• Plant: +2 to recover from Shaken, ignore wound modifiers, poison and called shots.
• Weakness: Fire (double damage), Flammable.
• Size +4: Increases Toughness by +4.
• Large: -2 to attack medium-sized foes, they receive +2 to their attacks.
Walking Hill
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d12+2, Vigor d12
Skills: Fighting d8, Intimidate d6, Notice d4, Knowledge (Worlds Beyond) d6
Charisma: -; Pace: 4; Parry: 6; Toughness: 15 (3)
Edges: Frenzy, Sweep
Special Abilities:
• Armour +3: Living Stone.
• Stone Fists: Str+d6.
• Low Light Vision: No penalties for dim or dark lighting.
• Tremorsense: Can sense anything within 12" that's in contact with the ground.
• Extraplanar: Not native to the material plane, and can be targeted by Banish.
• Elemental: Immune to fear, poison and called shots, ignore wound modifiers.
• Burrow: Can burrow and reappear within 10".
• Cannot Drown: Cannot Swim either.
• Size +4: Increases Toughness by +4.
• Large: -2 to attack medium-sized foes, they receive +2 to their attacks.
Skills: Fighting d8, Intimidate d6, Notice d4, Knowledge (Worlds Beyond) d6
Charisma: -; Pace: 4; Parry: 6; Toughness: 15 (3)
Edges: Frenzy, Sweep
Special Abilities:
• Armour +3: Living Stone.
• Stone Fists: Str+d6.
• Low Light Vision: No penalties for dim or dark lighting.
• Tremorsense: Can sense anything within 12" that's in contact with the ground.
• Extraplanar: Not native to the material plane, and can be targeted by Banish.
• Elemental: Immune to fear, poison and called shots, ignore wound modifiers.
• Burrow: Can burrow and reappear within 10".
• Cannot Drown: Cannot Swim either.
• Size +4: Increases Toughness by +4.
• Large: -2 to attack medium-sized foes, they receive +2 to their attacks.
Feiya
Veteran Human Witch
Wild Card
Attributes: Agility d8, Smarts d12, Spirit d6, Strength d6, Vigor d8
Skills: Fighting d4, Healing d10, Knowledge (Arcana) d12, Notice d6, Shooting d4, Taunt d10
Charisma: -; Pace: 6; Parry: 5; Toughness: 7 (1)
Hindrances: Curious, Outsider, Minor Enemy(Witchers Coven)
Edges: Arcane Background(Magic), Familiar(Power Points), New Power, Power Surge
Spells: (10 Power Points + Dayi's 5) Fly, Entangle(Black Tentacles), Beast Friend, Dispel.
Gear: Quarterstaff (Str+d4; Reach 1"; Parry +1; 2 hands), dart (Shooting; range 3/6/12; 2d4), fetishes, flint and steel, fortune teller's deck, healer's kit, iron pot, rations (4),Ritual Costume(+1)
• Dayi: Fox Familiar
See Fantasy Companion p5-6 for Familiar
Wild Card
Attributes: Agility d8, Smarts d12, Spirit d6, Strength d6, Vigor d8
Skills: Fighting d4, Healing d10, Knowledge (Arcana) d12, Notice d6, Shooting d4, Taunt d10
Charisma: -; Pace: 6; Parry: 5; Toughness: 7 (1)
Hindrances: Curious, Outsider, Minor Enemy(Witchers Coven)
Edges: Arcane Background(Magic), Familiar(Power Points), New Power, Power Surge
Spells: (10 Power Points + Dayi's 5) Fly, Entangle(Black Tentacles), Beast Friend, Dispel.
Gear: Quarterstaff (Str+d4; Reach 1"; Parry +1; 2 hands), dart (Shooting; range 3/6/12; 2d4), fetishes, flint and steel, fortune teller's deck, healer's kit, iron pot, rations (4),Ritual Costume(+1)
• Dayi: Fox Familiar
See Fantasy Companion p5-6 for Familiar
Damiel
Veteran Elven Alchemist
Wild Card
Attributes: Agility d10, Smarts d10, Spirit d6, Strength d6, Vigor d6
Skills: Alchemy d10, Fighting d6, Climbing d6, Lockpicking d6, Notice d8, Stealth d8, Throwing d8
Charisma: -; Pace: 6; Parry: 6; Toughness: 7 (2)
Hindrances: All-Thumbs, Bloodthirsty, Outsider, Wanted(Poisoner's Guild)
Edges: Arcane Background(Alchemy), New Powerx2, Power Points, Thief
Powers: (15 Power Points) Blast, Fly, Healing, Invisibility, Speed
Readied Potions: Blast(3d6, 4 points), Fly(3 points), Healing(3 points), Invisibility(5 points)
Gear: Reinforced Leather (+2), Rapier (Str+d4; Parry +1), backpack
Special Abilities:
• Low Light Vision: No penalties for dim or dark lighting.
See Fantasy Companion for the rules on Alchemy.
Wild Card
Attributes: Agility d10, Smarts d10, Spirit d6, Strength d6, Vigor d6
Skills: Alchemy d10, Fighting d6, Climbing d6, Lockpicking d6, Notice d8, Stealth d8, Throwing d8
Charisma: -; Pace: 6; Parry: 6; Toughness: 7 (2)
Hindrances: All-Thumbs, Bloodthirsty, Outsider, Wanted(Poisoner's Guild)
Edges: Arcane Background(Alchemy), New Powerx2, Power Points, Thief
Powers: (15 Power Points) Blast, Fly, Healing, Invisibility, Speed
Readied Potions: Blast(3d6, 4 points), Fly(3 points), Healing(3 points), Invisibility(5 points)
Gear: Reinforced Leather (+2), Rapier (Str+d4; Parry +1), backpack
Special Abilities:
• Low Light Vision: No penalties for dim or dark lighting.
See Fantasy Companion for the rules on Alchemy.
Valeros
Veteran Human Fighter
Wild Card
Attributes: Agility d10, Smarts d8, Spirit d6, Strength d10, Vigor d8
Skills: Fighting d10, Climbing d6, Intimidate d6, Riding d6, Swimming d6, Shooting d8
Charisma: -; Pace: 6; Parry: 8; Toughness: 9 (2)
Hindrance: Heroic, Stubborn, Loyal
Edges: Brawny, Combat Reflexes, Dodge, Frenzy, Improvisational Fighter, Two-Fisted
Gear: Mixed Armour (+2), Longsword (Str+d8), Short Sword (Str+d6; Parry +1), Shortbow (Shooting; range 12/24/48; 2d6), backpack, bedroll, crowbar, torch, grappling hook, hemp rope (50 ft), tankard, trail rations (2), waterskin
Wild Card
Attributes: Agility d10, Smarts d8, Spirit d6, Strength d10, Vigor d8
Skills: Fighting d10, Climbing d6, Intimidate d6, Riding d6, Swimming d6, Shooting d8
Charisma: -; Pace: 6; Parry: 8; Toughness: 9 (2)
Hindrance: Heroic, Stubborn, Loyal
Edges: Brawny, Combat Reflexes, Dodge, Frenzy, Improvisational Fighter, Two-Fisted
Gear: Mixed Armour (+2), Longsword (Str+d8), Short Sword (Str+d6; Parry +1), Shortbow (Shooting; range 12/24/48; 2d6), backpack, bedroll, crowbar, torch, grappling hook, hemp rope (50 ft), tankard, trail rations (2), waterskin
Seoni
Veteran Human Sorceress
Wild Card
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d6, Vigor d8
Skills: Driving d6, Fighting d6, Climbing d4, Notice d4, Persuasion d8, Psionics d10, Repair d6, Taunt d6 Throwing d4
Charisma: +4; Pace: 6; Parry: 6; Toughness: 7 (1)
Hindrances: Overconfidence, Loyal, Stubborn
Edges: Attractive, Arcane Background(Psionics), Charismatic, Dodge, Level Headed, New Power, Power Points
Spells: (15 Power Points) Bolt, Armour, Light/Obscure, Dispel
Gear: Quarterstaff (Str+d4; Reach 1"; Parry +1), dagger (Throwing; range 3/6/12; Str+d4), Enchanted Tattoos(+1)
Wild Card
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d6, Vigor d8
Skills: Driving d6, Fighting d6, Climbing d4, Notice d4, Persuasion d8, Psionics d10, Repair d6, Taunt d6 Throwing d4
Charisma: +4; Pace: 6; Parry: 6; Toughness: 7 (1)
Hindrances: Overconfidence, Loyal, Stubborn
Edges: Attractive, Arcane Background(Psionics), Charismatic, Dodge, Level Headed, New Power, Power Points
Spells: (15 Power Points) Bolt, Armour, Light/Obscure, Dispel
Gear: Quarterstaff (Str+d4; Reach 1"; Parry +1), dagger (Throwing; range 3/6/12; Str+d4), Enchanted Tattoos(+1)
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