Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d8
Skills: Boating d6, Driving d6, Fighting d8, Security/Lockpicking d6, Notice d6, Shooting d10, Swimming d6, Throwing d6
Pace: 6; Parry: 6; Toughness: 14(8)
Hindrances: Loyal
Edges: Dead Shot, Dodge, Marksman, Trademark Weapon(Sabot Rifle).
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)
"..."
Thursday, 31 October 2013
Wednesday, 30 October 2013
Cloak Beast
Attributes: Agility d10, Smarts d8, Spirit d10, Strength d12, Vigor d10
Skills: Fighting d6, Notice d12, Intimidate d10, Stealth d8
Charisma: -; Pace: 4; Parry: 5; Toughness: 10 (1)
Edges: Combat Reflexes
Special Abilities
• Armour +1: Leathery.
• Bite or Tail Slap: Str+d6.
• Darkvision: No vision penalties for darkness.
• Flight: Flying Pace of 7" and Climb 0.
• Size +2: Increases Toughness by +2.
• Shadowmagic: The Cloak Beast has 12 power points to use on Deflection (Wreath in Shadows) and the Mirror Self (Shadow Doppleganger) version of Summon Ally. It uses these as if they were a Super Power with a skill of d8.
"Skree-wit"
Skills: Fighting d6, Notice d12, Intimidate d10, Stealth d8
Charisma: -; Pace: 4; Parry: 5; Toughness: 10 (1)
Edges: Combat Reflexes
Special Abilities
• Armour +1: Leathery.
• Bite or Tail Slap: Str+d6.
• Darkvision: No vision penalties for darkness.
• Flight: Flying Pace of 7" and Climb 0.
• Size +2: Increases Toughness by +2.
• Shadowmagic: The Cloak Beast has 12 power points to use on Deflection (Wreath in Shadows) and the Mirror Self (Shadow Doppleganger) version of Summon Ally. It uses these as if they were a Super Power with a skill of d8.
"Skree-wit"
Tuesday, 29 October 2013
Standing Stone
Toughness: 18
• Dimensional Beacon: A Character using the Teleport power can choose to Teleport to the last Dimensional Beacon he has touched regardless of range.
• Portal Network: A Character using the Teleport power within 2" of the Stones can on a raise choose to Teleport to any Dimensional Beacon he has touched regardless of range.
"Fwoop."
• Dimensional Beacon: A Character using the Teleport power can choose to Teleport to the last Dimensional Beacon he has touched regardless of range.
• Portal Network: A Character using the Teleport power within 2" of the Stones can on a raise choose to Teleport to any Dimensional Beacon he has touched regardless of range.
"Fwoop."
Monday, 28 October 2013
Tiik Mutant
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d10, Vigor d10
Skills: Fighting d8, Gambling d8, Intimidation d10, Notice d8, Stealth d6, Survival d6, Swimming d12, Throwing d6
Charisma: -; Pace: 6; Parry: 6; Toughness: 8(1)
Edges: Berserk, Two Fisted, Ambidexterous, Improved Frenzy
Special Abilities:
• Armour +1: Scales
• Aquatic: Pace 10, and cannot drown..
• Claws: Str+d6
• Low Light Vision: Tiik ignore penalties for Dim and Dark lighting.
• Lure: Some Tiik have bioluminescent lures that provide dim light within 6".
• Dehydration: Tiik must immerse themselves in water (salt or fresh) at least one hour out of every 24. Those who don’t are automatically Fatigued each day until they are Incapacitated. The day after that, they perish.
Gear: Trident (Str+d8, Reach 1, Throwing Range 3/6/9)
"Bloop?"
Skills: Fighting d8, Gambling d8, Intimidation d10, Notice d8, Stealth d6, Survival d6, Swimming d12, Throwing d6
Charisma: -; Pace: 6; Parry: 6; Toughness: 8(1)
Edges: Berserk, Two Fisted, Ambidexterous, Improved Frenzy
Special Abilities:
• Armour +1: Scales
• Aquatic: Pace 10, and cannot drown..
• Claws: Str+d6
• Low Light Vision: Tiik ignore penalties for Dim and Dark lighting.
• Lure: Some Tiik have bioluminescent lures that provide dim light within 6".
• Dehydration: Tiik must immerse themselves in water (salt or fresh) at least one hour out of every 24. Those who don’t are automatically Fatigued each day until they are Incapacitated. The day after that, they perish.
Gear: Trident (Str+d8, Reach 1, Throwing Range 3/6/9)
"Bloop?"
Peryton
Attributes: Agility d10, Smarts d6, Spirit d8, Strength d12, Vigor d12
Skills: Fighting d8, Notice d10, Stealth d8
Charisma: -; Pace: 6; Parry: 6; Toughness: 9 (1)
Edges: Extraction
Special Abilities
• Armour +1: Natural armour.
• Horns: Str+d4.
• Hooves: Str+d4.
• Low Light Vision: No penalties for dim or dark lighting.
• Gore: +4 damage when first moving adjacent to foe.
• Flight: Flying Pace of 9" and Climb 2.
• Shadow of the Hunt: If a Peryton's shadow touches another creature's, that creature must make a Spirit check or the Preyton's shadow becomes that of the creature. The Peryton gains +2 to attack and damage the creature whose shadow it casts.
"Before the cataclysm, Perytons were native to Atlantis."
Skills: Fighting d8, Notice d10, Stealth d8
Charisma: -; Pace: 6; Parry: 6; Toughness: 9 (1)
Edges: Extraction
Special Abilities
• Armour +1: Natural armour.
• Horns: Str+d4.
• Hooves: Str+d4.
• Low Light Vision: No penalties for dim or dark lighting.
• Gore: +4 damage when first moving adjacent to foe.
• Flight: Flying Pace of 9" and Climb 2.
• Shadow of the Hunt: If a Peryton's shadow touches another creature's, that creature must make a Spirit check or the Preyton's shadow becomes that of the creature. The Peryton gains +2 to attack and damage the creature whose shadow it casts.
"Before the cataclysm, Perytons were native to Atlantis."
Sunday, 27 October 2013
Lioness
Attributes: Agility d10, Smarts d6 (A), Spirit d8, Strength d12, Vigor d8
Skills: Fighting d8, Notice d8, Tracking d8
Charisma: -; Pace: 8; Parry: 6; Toughness: 8
Hindrance: Curiosity
Edges: Frenzy
Special Abilities
• Bite: Str+d6; Grab.
• Claws: Str+d6.
• Low Light Vision: No penalties for dim or dark lighting.
• Fast Runner: Roll d8 when running instead of d6.
• Grab: Pin smaller opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
• Gang up: Lionesses increase Gang Up bonuses due to other lions by +1
• Pounce: +4 attack/damage and -2 Parry when first moving adjacent to foe.
• Size +2: Increases Toughness by +2.
"Grrr."
Skills: Fighting d8, Notice d8, Tracking d8
Charisma: -; Pace: 8; Parry: 6; Toughness: 8
Hindrance: Curiosity
Edges: Frenzy
Special Abilities
• Bite: Str+d6; Grab.
• Claws: Str+d6.
• Low Light Vision: No penalties for dim or dark lighting.
• Fast Runner: Roll d8 when running instead of d6.
• Grab: Pin smaller opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
• Gang up: Lionesses increase Gang Up bonuses due to other lions by +1
• Pounce: +4 attack/damage and -2 Parry when first moving adjacent to foe.
• Size +2: Increases Toughness by +2.
"Grrr."
Lion
Attributes: Agility d10, Smarts d6 (A), Spirit d8, Strength d12, Vigor d10
Skills: Fighting d8, Notice d6, Tracking d6
Charisma: 2; Pace: 8; Parry: 6; Toughness: 9
Hindrance: Quirk(Lazy)
Edges: Charismatic, Frenzy
Special Abilities
• Bite: Str+d6; Grab.
• Claws: Str+d6.
• Low Light Vision: No penalties for dim or dark lighting.
• Fast Runner: Roll d8 when running instead of d6.
• Grab: Pin smaller opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
• Pounce: +4 attack/damage and -2 Parry when first moving adjacent to foe.
• Size +2: Increases Toughness by +2.
"Grrr."
Skills: Fighting d8, Notice d6, Tracking d6
Charisma: 2; Pace: 8; Parry: 6; Toughness: 9
Hindrance: Quirk(Lazy)
Edges: Charismatic, Frenzy
Special Abilities
• Bite: Str+d6; Grab.
• Claws: Str+d6.
• Low Light Vision: No penalties for dim or dark lighting.
• Fast Runner: Roll d8 when running instead of d6.
• Grab: Pin smaller opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
• Pounce: +4 attack/damage and -2 Parry when first moving adjacent to foe.
• Size +2: Increases Toughness by +2.
"Grrr."
Enormous Scorpion
Attributes: Agility d10, Smarts d6, Spirit d8, Strength d12+2, Vigor d12
Skills: Fighting d10, Climbing d12, Notice d8, Stealth d12
Charisma: -; Pace: 6; Parry: 7; Toughness: 18 (2)
Edges: Dodge, Frenzy
Special Abilities
• Armour +2: Chiten.
• Claws: Str+d8; Constrict.
• Sting: Str+d8; Poison.
• Tremorsense: Can sense and accurately pinpoint anything within 12" that's in contact with the ground.
• Death Throes: Immediately after being incapacitated, this creature makes an attack against all adjacent targets (as if using Improved Sweep).
• Constrict: Pin opponent on a raise, inflict Str+d6 per round after that, they require a raise on an opposed Strength roll to escape.
• Poison: Sting inflicts lethal poison if foe is Shaken or wounded.
• Size +8: Increases Toughness by +8.
• Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.
• Fearless: Immune to fear and Intimidation.
Skills: Fighting d10, Climbing d12, Notice d8, Stealth d12
Charisma: -; Pace: 6; Parry: 7; Toughness: 18 (2)
Edges: Dodge, Frenzy
Special Abilities
• Armour +2: Chiten.
• Claws: Str+d8; Constrict.
• Sting: Str+d8; Poison.
• Tremorsense: Can sense and accurately pinpoint anything within 12" that's in contact with the ground.
• Death Throes: Immediately after being incapacitated, this creature makes an attack against all adjacent targets (as if using Improved Sweep).
• Constrict: Pin opponent on a raise, inflict Str+d6 per round after that, they require a raise on an opposed Strength roll to escape.
• Poison: Sting inflicts lethal poison if foe is Shaken or wounded.
• Size +8: Increases Toughness by +8.
• Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.
• Fearless: Immune to fear and Intimidation.
IMEF Medic
Human
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d8
Skills: Boating d6, Driving d6, Fighting d8, Healing d6, Notice d6, Shooting d8, Swimming d6, Throwing d6
Pace: 6; Parry: 6; Toughness: 14(8)
Hindrances: Loyal
Edges: Dodge, Healer, Marksman.
Gear: Hard Armor(+8), two Plasma Grenades(Throwing: Range: 5/10/20 RoF 1 Damage 4d6 Medium Burst, Grenade), Sabot Pistol (Range: 16/32/64 RoF:3 Damage 2d6 AP 6), Medkit.
"Most people would say this man is half dead. But I am a doctor. And I like to think of him as half alive."
Highland Gnoll
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d10, Vigor d8
Skills: Climbing d4, Fighting d10, Notice d8, Intimidate d6 Shooting d6, Survival d6, Taunt d6, Throwing d4, Tracking d6
Charisma: -; Pace: 6; Parry: 8; Toughness: 9 (2)
Edges: Berserk, Scavenger, Mighty Blow.
Special Abilities:
• Armour +1: Fur.
• Fast Runner: d8 running dice rather than d6.
• Pick off the weak: +2 to hit Wounded or bleeding characters.
• Low Light Vision: No penalties for dim or dark lighting.
• Size +1: Increases Toughness by +1.
Gear: Ragged Armor (+1), Shield (+1 Parry), Axe (Str+d6)
"Garg’n Uair Dhuisgear!"
Skills: Climbing d4, Fighting d10, Notice d8, Intimidate d6 Shooting d6, Survival d6, Taunt d6, Throwing d4, Tracking d6
Charisma: -; Pace: 6; Parry: 8; Toughness: 9 (2)
Edges: Berserk, Scavenger, Mighty Blow.
Special Abilities:
• Armour +1: Fur.
• Fast Runner: d8 running dice rather than d6.
• Pick off the weak: +2 to hit Wounded or bleeding characters.
• Low Light Vision: No penalties for dim or dark lighting.
• Size +1: Increases Toughness by +1.
Gear: Ragged Armor (+1), Shield (+1 Parry), Axe (Str+d6)
"Garg’n Uair Dhuisgear!"
Mustafa Hammer
Seasoned Human Wallbreaker
Wild Card
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d6
Skills: Fighting d8, Intimidation d6, Investigation d4, Notice d6, Riding d6, Stealth d4, Survival d6, Swimming d6, Tracking d6
Charisma: -2; Pace: 6; Parry: 5; Toughness: 8/7 (2/1)
Hindrances: Bloodthirsty, Hard of Hearing (Minor), Outsider
Edges: Brawny, First Strike, No Mercy, Sweep
Gear: Maul (Str+d8, AP 2 vs. rigid armor, Parry –1, 2 hands), Reinforced chain (+3 (+2), Covers torso, arms, and legs; 1 point of Armor is bypassed if hit with a raise)
"I never need a door. I can give them up whenever I like."
Wild Card
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d6
Skills: Fighting d8, Intimidation d6, Investigation d4, Notice d6, Riding d6, Stealth d4, Survival d6, Swimming d6, Tracking d6
Charisma: -2; Pace: 6; Parry: 5; Toughness: 8/7 (2/1)
Hindrances: Bloodthirsty, Hard of Hearing (Minor), Outsider
Edges: Brawny, First Strike, No Mercy, Sweep
Gear: Maul (Str+d8, AP 2 vs. rigid armor, Parry –1, 2 hands), Reinforced chain (+3 (+2), Covers torso, arms, and legs; 1 point of Armor is bypassed if hit with a raise)
"I never need a door. I can give them up whenever I like."
Saturday, 26 October 2013
Town Guard with Sword and Shield
Novice Human Ally
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Driving d4, Fighting d6, Gambling d4, Intimidation d4, Investigation d4, Notice d6, Shooting d6, Stealth d4, Streetwise d6
Charisma: 0; Pace: 6; Parry: 6; Toughness: 7/6 (2/1)
Hindrances: Loyal, Vow (Minor)
Edges: Command
Gear: Sword (Str+d6), Medium Shield (+1 Parry, +2 Armor to ranged shots that hit), Reinforced leather (+2 (+1), Covers torso, arms, and legs; 1 point of Armor is bypassed if hit with a raise)
"Let's be having you."
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Driving d4, Fighting d6, Gambling d4, Intimidation d4, Investigation d4, Notice d6, Shooting d6, Stealth d4, Streetwise d6
Charisma: 0; Pace: 6; Parry: 6; Toughness: 7/6 (2/1)
Hindrances: Loyal, Vow (Minor)
Edges: Command
Gear: Sword (Str+d6), Medium Shield (+1 Parry, +2 Armor to ranged shots that hit), Reinforced leather (+2 (+1), Covers torso, arms, and legs; 1 point of Armor is bypassed if hit with a raise)
"Let's be having you."
Town Guard with Crossbow
Human Ally
Attributes: Agility d8, Smarts d4, Spirit d6, Strength d6, Vigor d6
Skills: Driving d4, Fighting d6, Gambling d4, Intimidation d4, Investigation d4, Notice d6, Shooting d8, Stealth d4, Streetwise d6
Charisma: 0; Pace: 6; Parry: 6; Toughness: 7/6 (2/1)
Hindrances: Loyal, Vow (Minor)
Edges: Extraction
Gear: Crossbow (Range 15/30/60, 2d6, AP 2, 1 action to reload), Sword (Str+d6), Reinforced leather (+2 (+1), Covers torso, arms, and legs; 1 point of Armor is bypassed if hit with a raise)
"Put down the wand, and step away from the wagon."
Attributes: Agility d8, Smarts d4, Spirit d6, Strength d6, Vigor d6
Skills: Driving d4, Fighting d6, Gambling d4, Intimidation d4, Investigation d4, Notice d6, Shooting d8, Stealth d4, Streetwise d6
Charisma: 0; Pace: 6; Parry: 6; Toughness: 7/6 (2/1)
Hindrances: Loyal, Vow (Minor)
Edges: Extraction
Gear: Crossbow (Range 15/30/60, 2d6, AP 2, 1 action to reload), Sword (Str+d6), Reinforced leather (+2 (+1), Covers torso, arms, and legs; 1 point of Armor is bypassed if hit with a raise)
"Put down the wand, and step away from the wagon."
Town Guard with Spear and Shield
Human Ally
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d6, Vigor d6
Skills: Driving d4, Fighting d6, Gambling d4, Intimidation d4, Investigation d4, Notice d6, Shooting d6, Stealth d4, Streetwise d6
Charisma: 0; Pace: 6; Parry: 6; Toughness: 8/7 (2/1)
Hindrances: Loyal, Vow (Minor)
Edges: Brawny
Gear: Spear (Range 3/6/12, Str+d6), Medium Shield (+1 Parry, +2 Armor to ranged shots that hit), Reinforced leather (+2 (+1), Covers torso, arms, and legs; 1 point of Armor is bypassed if hit with a raise)
"Ello, Ello, What's going on here?"
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d6, Vigor d6
Skills: Driving d4, Fighting d6, Gambling d4, Intimidation d4, Investigation d4, Notice d6, Shooting d6, Stealth d4, Streetwise d6
Charisma: 0; Pace: 6; Parry: 6; Toughness: 8/7 (2/1)
Hindrances: Loyal, Vow (Minor)
Edges: Brawny
Gear: Spear (Range 3/6/12, Str+d6), Medium Shield (+1 Parry, +2 Armor to ranged shots that hit), Reinforced leather (+2 (+1), Covers torso, arms, and legs; 1 point of Armor is bypassed if hit with a raise)
"Ello, Ello, What's going on here?"
Town Guard with Bow
Novice Human
Attributes: Agility d8, Smarts d4, Spirit d6, Strength d6, Vigor d6
Skills: Driving d4, Fighting d6, Gambling d4, Intimidation d4, Investigation d4, Notice d6, Shooting d8, Stealth d4, Streetwise d6
Charisma: 0; Pace: 6; Parry: 5; Toughness: 7/6 (2/1)
Hindrances: Loyal, Vow (Minor)
Edges: Marksman
Gear: Bow (Range 12/24/48, 2d6), Sword (Str+d6), Reinforced leather (+2 (+1), Covers torso, arms, and legs; 1 point of Armor is bypassed if hit with a raise)
"Stop or I'll Shoot"
Attributes: Agility d8, Smarts d4, Spirit d6, Strength d6, Vigor d6
Skills: Driving d4, Fighting d6, Gambling d4, Intimidation d4, Investigation d4, Notice d6, Shooting d8, Stealth d4, Streetwise d6
Charisma: 0; Pace: 6; Parry: 5; Toughness: 7/6 (2/1)
Hindrances: Loyal, Vow (Minor)
Edges: Marksman
Gear: Bow (Range 12/24/48, 2d6), Sword (Str+d6), Reinforced leather (+2 (+1), Covers torso, arms, and legs; 1 point of Armor is bypassed if hit with a raise)
"Stop or I'll Shoot"
Friday, 25 October 2013
Basilisk
Attributes: Agility d6, Smarts d6 (A), Spirit d8, Strength d8, Vigor d10
Skills: Fighting d8, Notice d10, Stealth d10
Charisma: -; Pace: 4; Parry: 6; Toughness: 9 (2)
Edges: Strong Willed
Special Abilities
• Armour +2: Scales.
• Bite: Str+d4.
• Low Light Vision: No penalties for dim or dark lighting.
• Gaze Attack: All creatures other than mustelids (Weasels, Ferrets, otters and the like) within 12" must make a Spirit roll to avoid petrification.
• Petrification: Make a Vigor Check. On Two or more raises, no effect, On a Raise lose 1 Fatigue, On a Success contract radiation sickness (see SWDEE p89), On a Failure Turn into Stone.
"Click, Click, Clickclickclickclick."
Skills: Fighting d8, Notice d10, Stealth d10
Charisma: -; Pace: 4; Parry: 6; Toughness: 9 (2)
Edges: Strong Willed
Special Abilities
• Armour +2: Scales.
• Bite: Str+d4.
• Low Light Vision: No penalties for dim or dark lighting.
• Gaze Attack: All creatures other than mustelids (Weasels, Ferrets, otters and the like) within 12" must make a Spirit roll to avoid petrification.
• Petrification: Make a Vigor Check. On Two or more raises, no effect, On a Raise lose 1 Fatigue, On a Success contract radiation sickness (see SWDEE p89), On a Failure Turn into Stone.
"Click, Click, Clickclickclickclick."
Thursday, 24 October 2013
Ursula
Seasoned Dwarf Panzerbjornritter
Wild Card
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d8, Vigor d6
Skills: Fighting d8, Gambling d4, Notice d6, Repair d4, Riding d6, Shooting d6, Survival d4, Taunt d6
Charisma: 2; Pace: 5; Parry: 6, 7 with Shield; Toughness: 8 (3)
Hindrances: Hard of Hearing (Minor), Loyal, Vengeful (Major)
Edges: Beast Bond, Beast Master (Bear), Noble, Rich, Sunder, Sweep
Gear: Great Sword (Str+d10, Parry –1, 2 hands), Long Sword (Str+d8, Includes scimitars), Medium Shield (+1 Parry, +2 Armor to ranged shots that hit), Mini-crossbow (Range 6/12/24, 2d4, AP 1), Plate Armour (+3)
"How desperate am I? You threaten my world with war. You steal a force you can't hope to control. You talk about peace and you kill 'cause it's fun. You have made me very desperate. You might not be glad that you did."
Sunder is described on p4-5 of Wizards and Warriors.
Wild Card
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d8, Vigor d6
Skills: Fighting d8, Gambling d4, Notice d6, Repair d4, Riding d6, Shooting d6, Survival d4, Taunt d6
Charisma: 2; Pace: 5; Parry: 6, 7 with Shield; Toughness: 8 (3)
Hindrances: Hard of Hearing (Minor), Loyal, Vengeful (Major)
Edges: Beast Bond, Beast Master (Bear), Noble, Rich, Sunder, Sweep
Gear: Great Sword (Str+d10, Parry –1, 2 hands), Long Sword (Str+d8, Includes scimitars), Medium Shield (+1 Parry, +2 Armor to ranged shots that hit), Mini-crossbow (Range 6/12/24, 2d4, AP 1), Plate Armour (+3)
"How desperate am I? You threaten my world with war. You steal a force you can't hope to control. You talk about peace and you kill 'cause it's fun. You have made me very desperate. You might not be glad that you did."
Sunder is described on p4-5 of Wizards and Warriors.
Wednesday, 23 October 2013
Hell Lion
Attributes: Agility d12+2, Smarts d6, Spirit d8, Strength d12+2, Vigor d12
Skills: Fighting d8, Climbing d12+1, Notice d12+1, Stealth d12+1, Survival d12, Tracking d12+1, Swimming d12+1
Charisma: -; Pace: 7; Parry: 6; Toughness: 13 (2)
Edges: Combat Reflexes, Improved Dodge, Quick
Special Abilities
• Armour +2: Burning Scales.
• Bite: Str+d6.
• Claws: Str+d6; Grab.
• Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately.
• Extraplanar: Not native to the material plane, and can be targeted by Banish.
• Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
• Pounce: +4 attack/damage and -2 Parry when first moving adjacent to foe.
• Evil: Affected by powers and abilities that work on evil creatures.
• Resistance: -2 damage from fire.
• Size +3: Increases Toughness by +3.
"Kgggrrrrrww!"
Skills: Fighting d8, Climbing d12+1, Notice d12+1, Stealth d12+1, Survival d12, Tracking d12+1, Swimming d12+1
Charisma: -; Pace: 7; Parry: 6; Toughness: 13 (2)
Edges: Combat Reflexes, Improved Dodge, Quick
Special Abilities
• Armour +2: Burning Scales.
• Bite: Str+d6.
• Claws: Str+d6; Grab.
• Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately.
• Extraplanar: Not native to the material plane, and can be targeted by Banish.
• Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
• Pounce: +4 attack/damage and -2 Parry when first moving adjacent to foe.
• Evil: Affected by powers and abilities that work on evil creatures.
• Resistance: -2 damage from fire.
• Size +3: Increases Toughness by +3.
"Kgggrrrrrww!"
Tuesday, 22 October 2013
Wolverine
Attributes: Agility d10, Smarts d6 (A), Spirit d8, Strength d10, Vigor d10
Skills: Fighting d6, Climbing d10, Notice d10, Tracking d10
Charisma: -; Pace: 6; Parry: 5; Toughness: 8
Edges: Berserk, Frenzy, Harder to Kill.
Special Abilities
• Claws: Str+d4.
• Bite: Str+d4.
• Low Light Vision: No penalties for dim or dark lighting.
• Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately.
• Burrow: Can burrow and reappear within 4".
• Very Tough: +1 Toughness.
Skills: Fighting d6, Climbing d10, Notice d10, Tracking d10
Charisma: -; Pace: 6; Parry: 5; Toughness: 8
Edges: Berserk, Frenzy, Harder to Kill.
Special Abilities
• Claws: Str+d4.
• Bite: Str+d4.
• Low Light Vision: No penalties for dim or dark lighting.
• Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately.
• Burrow: Can burrow and reappear within 4".
• Very Tough: +1 Toughness.
Monday, 21 October 2013
Bear
Attributes: Agility d8, Smarts d6 (A), Spirit d8, Strength d12+2, Vigor d10
Skills: Fighting d6
Charisma: -; Pace: 7; Parry: 5; Toughness: 11 (1)
Edges: Frenzy
Special Abilities
• Armour +1: Fur and Fat.
• Claws: Str+d6; Grab.
• Bite: Str+d6.
• Low Light Vision: No penalties for dim or dark lighting.
• Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately.
• Fast Runner: Roll d8 when running instead of d6.
• Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
• Size +3: Increases Toughness by +3.
"Grrr."
Skills: Fighting d6
Charisma: -; Pace: 7; Parry: 5; Toughness: 11 (1)
Edges: Frenzy
Special Abilities
• Armour +1: Fur and Fat.
• Claws: Str+d6; Grab.
• Bite: Str+d6.
• Low Light Vision: No penalties for dim or dark lighting.
• Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately.
• Fast Runner: Roll d8 when running instead of d6.
• Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
• Size +3: Increases Toughness by +3.
"Grrr."
Sunday, 20 October 2013
Intermodal container (TEU)
Toughness: 12
External Length: 6.058m
External Width: 2.438m
External Height: 2.591m
Door Aperture: 2.343m x 2.280m
Internal Volume: 33.1m³
Maximum gross weight: 30,400kg
Empty weight: 2,200kg
External Length: 6.058m
External Width: 2.438m
External Height: 2.591m
Door Aperture: 2.343m x 2.280m
Internal Volume: 33.1m³
Maximum gross weight: 30,400kg
Empty weight: 2,200kg
Weeping Angel
Skills: Fighting d6, Notice d10, Knowledge (Architecture) d8, Repair d6, Stealth d10
Charisma: -; Pace: 5; Parry: 5; Toughness: 14(8)
Edges: Improved Dodge, Strong willed.
Special Abilities
• Armour +8: Made of Stone, when they are seen.
• Claws: Str+d4
• Soulvision: No vision penalties for darkness.
• Extraplanar: Not native to the material plane, and can be targeted by Banish.
• Perceptually Locked: Armour only applies if they can be seen by the attacker. -4 penalty to attack them with ones eyes closed.
• Immunities: Disease, poison and curses.
• He who kills an Angel: must make a Spirit check at -2 or slowly become an NPC Angel over the next hour.
"Their abilities are never the same twice."
Saturday, 19 October 2013
Grave Guard
Attributes: Agility d8, Smarts d4, Spirit d4, Strength d6, Vigor d6
Skills: Fighting d6, Intimidation d6, Notice d8, Shooting d6
Pace: 7; Parry: 6; Toughness:9(2)
Gear: Spear (Str+d6, Reach 1), Partial Plate (+2), Shield(+1 Parry)
Special Abilities
• Bony Claws: Str+d4.
• Fearless: Skeletons are immune to Fear and Intimidation.
• Undead: +2 Toughness; +2 to recover from being Shaken; called shots do no extra damage.
• Deathless: A Grave Guard is destroyed when it suffers a wound, but it returns to unlife 1 hour later. It can be permanently destroyed if it is wounded by Light or Holy powers, if it is wounded on sanctified ground or if its remains are sprinkled with a vial of holy water.
"Semper Fi."
Skills: Fighting d6, Intimidation d6, Notice d8, Shooting d6
Pace: 7; Parry: 6; Toughness:9(2)
Gear: Spear (Str+d6, Reach 1), Partial Plate (+2), Shield(+1 Parry)
Special Abilities
• Bony Claws: Str+d4.
• Fearless: Skeletons are immune to Fear and Intimidation.
• Undead: +2 Toughness; +2 to recover from being Shaken; called shots do no extra damage.
• Deathless: A Grave Guard is destroyed when it suffers a wound, but it returns to unlife 1 hour later. It can be permanently destroyed if it is wounded by Light or Holy powers, if it is wounded on sanctified ground or if its remains are sprinkled with a vial of holy water.
"Semper Fi."
Thursday, 17 October 2013
Water Weird
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d10, Vigor d8
Skills: Fighting d6, Intimidation d6, Notice d10, Stealth d6, Swimming d12+1
Charisma: -; Pace: 6; Parry: 5; Toughness: 8 (2)
Edges: Assassin
Special Abilities
• Armour +2: Made of Water.
• Slam: Str+d6; Grab.
• Darkvision: No vision penalties for darkness (range 12").
• Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
• Elemental: Immune to fear, ignore wound modifiers, poison, and extra damage from called shots.
• Natural Swimmer: Swimming Pace of 12", and can't drown.
• Hides as Ripples: +2 to Stealth underwater.
"Swoosh"
Skills: Fighting d6, Intimidation d6, Notice d10, Stealth d6, Swimming d12+1
Charisma: -; Pace: 6; Parry: 5; Toughness: 8 (2)
Edges: Assassin
Special Abilities
• Armour +2: Made of Water.
• Slam: Str+d6; Grab.
• Darkvision: No vision penalties for darkness (range 12").
• Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
• Elemental: Immune to fear, ignore wound modifiers, poison, and extra damage from called shots.
• Natural Swimmer: Swimming Pace of 12", and can't drown.
• Hides as Ripples: +2 to Stealth underwater.
"Swoosh"
Water Elemental
Attributes: Agility d8, Smarts d4, Spirit d6, Strength d12+1, Vigor d12
Skills: Fighting d8, Notice d8, Knowledge (Planes) d6, Stealth d6, Swimming d12+3
Charisma: -; Pace: 5; Parry: 6; Toughness: 12 (2)
Edges: Arcane Background (Super Powers), Dodge, Improved Sweep
Powers: Dispel (fire effects) d6, Elemental Control (Water) d8
Special Abilities
• Armour +2: Made of water.
• Slams: Str+d6.
• Darkvision: No vision penalties for darkness (range 12").
• Extraplanar: Not native to the material plane, and can be targeted by Banish.
• Elemental: Immune to fear, ignore wound modifiers, poison, and extra damage from called shots.
• Natural Swimmer: Swimming Pace of 12", and +2 to resist drowning.
• Size +2: Increases Toughness by +2.
"Gloop."
Skills: Fighting d8, Notice d8, Knowledge (Planes) d6, Stealth d6, Swimming d12+3
Charisma: -; Pace: 5; Parry: 6; Toughness: 12 (2)
Edges: Arcane Background (Super Powers), Dodge, Improved Sweep
Powers: Dispel (fire effects) d6, Elemental Control (Water) d8
Special Abilities
• Armour +2: Made of water.
• Slams: Str+d6.
• Darkvision: No vision penalties for darkness (range 12").
• Extraplanar: Not native to the material plane, and can be targeted by Banish.
• Elemental: Immune to fear, ignore wound modifiers, poison, and extra damage from called shots.
• Natural Swimmer: Swimming Pace of 12", and +2 to resist drowning.
• Size +2: Increases Toughness by +2.
"Gloop."
Wednesday, 16 October 2013
Karnedge Gorefathom
Sharkman
Wild Card
Attributes: Agility d6, Smarts d4, Spirit d8, Strength d12+2, Vigor d10
Skills: Fighting d6, Notice d8, Tracking d8, Swimming d10
Charisma: -; Pace: 6; Parry: 5; Toughness: 10 (1)
Edges: Frenzy, Nerves of Steel
Special Abilities
• Armour +1: Sharkskin.
• Bite: Str+d6.
• Low Light Vision: No penalties for dim or dark lighting.
• Blindsense: Can sense and approximately pinpoint things within 6", attacks using blindsense are made at -2.
• Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately.
• Amphibious: Swimming Pace of 10", and cannot drown, but can also breathe air and survive indefinitely on land.
• Hardy: A second Shaken result doesn't become a wound.
• Size +2: Increases Toughness by +2.
"Feed me!"
Wild Card
Attributes: Agility d6, Smarts d4, Spirit d8, Strength d12+2, Vigor d10
Skills: Fighting d6, Notice d8, Tracking d8, Swimming d10
Charisma: -; Pace: 6; Parry: 5; Toughness: 10 (1)
Edges: Frenzy, Nerves of Steel
Special Abilities
• Armour +1: Sharkskin.
• Bite: Str+d6.
• Low Light Vision: No penalties for dim or dark lighting.
• Blindsense: Can sense and approximately pinpoint things within 6", attacks using blindsense are made at -2.
• Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately.
• Amphibious: Swimming Pace of 10", and cannot drown, but can also breathe air and survive indefinitely on land.
• Hardy: A second Shaken result doesn't become a wound.
• Size +2: Increases Toughness by +2.
"Feed me!"
Axe Barrow Warden
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12, Vigor d10
Skills: Fighting d8, Intimidate d8, Tracking d6
Charisma: -; Pace: 6; Parry: 7; Toughness: 12 (3)
Gear: Plate armour (+3), Battle Ax (Str+d8), medium shield (+1 Parry)
Edges: First Strike, Extrication, Giant Killer, Mighty Blow, Sweep
Special Abilities
• Darkvision: No vision penalties for darkness (range 12").
• Undead: +2 Toughness, +2 to recover from Shaken, ignore Wound and Fatigue modifiers, disease, poison, and extra damage from called shots.
• Immunities: Cold, fatigue, paralysis, mind-affecting effects, aging, bleeding and death magic.
"La Garde meurt mais ne se rend pas!"
Skills: Fighting d8, Intimidate d8, Tracking d6
Charisma: -; Pace: 6; Parry: 7; Toughness: 12 (3)
Gear: Plate armour (+3), Battle Ax (Str+d8), medium shield (+1 Parry)
Edges: First Strike, Extrication, Giant Killer, Mighty Blow, Sweep
Special Abilities
• Darkvision: No vision penalties for darkness (range 12").
• Undead: +2 Toughness, +2 to recover from Shaken, ignore Wound and Fatigue modifiers, disease, poison, and extra damage from called shots.
• Immunities: Cold, fatigue, paralysis, mind-affecting effects, aging, bleeding and death magic.
"La Garde meurt mais ne se rend pas!"
Sword Barrow Warden
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12, Vigor d10
Skills: Fighting d8, Intimidate d8, Repair d6
Charisma: -; Pace: 6; Parry: 7; Toughness: 12 (3)
Gear: Plate armour (+3), Sword (Str+d8), medium shield (+1 Parry)
Edges: First Strike, Improved Extrication, Sweep
Special Abilities
• Darkvision: No vision penalties for darkness (range 12").
• Undead: +2 Toughness, +2 to recover from Shaken, ignore Wound and Fatigue modifiers, disease, poison, and extra damage from called shots.
• Immunities: Cold, fatigue, paralysis, mind-affecting effects, aging, bleeding and death magic.
"Il ne passaront pas!"
Skills: Fighting d8, Intimidate d8, Repair d6
Charisma: -; Pace: 6; Parry: 7; Toughness: 12 (3)
Gear: Plate armour (+3), Sword (Str+d8), medium shield (+1 Parry)
Edges: First Strike, Improved Extrication, Sweep
Special Abilities
• Darkvision: No vision penalties for darkness (range 12").
• Undead: +2 Toughness, +2 to recover from Shaken, ignore Wound and Fatigue modifiers, disease, poison, and extra damage from called shots.
• Immunities: Cold, fatigue, paralysis, mind-affecting effects, aging, bleeding and death magic.
"Il ne passaront pas!"
Barrow Warden Keeper
Attributes: Agility d8, Smarts d8, Spirit d6, Strength d12, Vigor d10
Skills: Fighting d10, Intimidate d8, Knowledge (Battle) d10, Tracking d6
Charisma: -; Pace: 6; Parry: 7; Toughness: 12 (3)
Gear: Plate armour (+3), Sword (Str+d8)
Edges: Command, Fervor, First Strike, Extrication, Jack of All Trades, Sweep, Tactician
Special Abilities
• Darkvision: No vision penalties for darkness (range 12").
• Undead: +2 Toughness, +2 to recover from Shaken, ignore Wound and Fatigue modifiers, disease, poison, and extra damage from called shots.
• Immunities: Cold, fatigue, paralysis, mind-affecting effects, aging, bleeding and death magic.
"La mort est mieux que la défensive."
Skills: Fighting d10, Intimidate d8, Knowledge (Battle) d10, Tracking d6
Charisma: -; Pace: 6; Parry: 7; Toughness: 12 (3)
Gear: Plate armour (+3), Sword (Str+d8)
Edges: Command, Fervor, First Strike, Extrication, Jack of All Trades, Sweep, Tactician
Special Abilities
• Darkvision: No vision penalties for darkness (range 12").
• Undead: +2 Toughness, +2 to recover from Shaken, ignore Wound and Fatigue modifiers, disease, poison, and extra damage from called shots.
• Immunities: Cold, fatigue, paralysis, mind-affecting effects, aging, bleeding and death magic.
"La mort est mieux que la défensive."
Ice Elemental
Attributes: Agility d8, Smarts d4, Spirit d6, Strength d12+1, Vigor d12
Skills: Fighting d8, Intimidation d10, Notice d10, Stealth d8, Swimming d10
Charisma: -; Pace: 5; Parry: 6; Toughness: 12 (2)
Edges: Frenzy, Improved Sweep
Special Abilities
• Armour +2: Animated Ice.
• Frozen Fists: Str+d6.
• Snowvision: No vision penalties for snow, hail or other precipitation.
• Extraplanar: Not native to the material plane, and can be targeted by Banish.
• Elemental: Immune to fear, ignore wound modifiers, poison, and extra damage from called shots.
• Natural Swimmer: Swimming Pace of 9", and can't drown.
• Immunity: Cold.
• Weakness: Fire (double damage).
• Size +2: Increases Toughness by +2.
"Hwoo"
Skills: Fighting d8, Intimidation d10, Notice d10, Stealth d8, Swimming d10
Charisma: -; Pace: 5; Parry: 6; Toughness: 12 (2)
Edges: Frenzy, Improved Sweep
Special Abilities
• Armour +2: Animated Ice.
• Frozen Fists: Str+d6.
• Snowvision: No vision penalties for snow, hail or other precipitation.
• Extraplanar: Not native to the material plane, and can be targeted by Banish.
• Elemental: Immune to fear, ignore wound modifiers, poison, and extra damage from called shots.
• Natural Swimmer: Swimming Pace of 9", and can't drown.
• Immunity: Cold.
• Weakness: Fire (double damage).
• Size +2: Increases Toughness by +2.
"Hwoo"
Umber Blob
Attributes: Agility d4, Smarts d4 (A), Spirit d4, Strength d8, Vigor d12
Skills: Fighting d6, Climbing d10
Charisma: -; Pace: 4; Parry: 5; Toughness: 8
Special Abilities
• Acidic Pseudopods: Str+d6; Constrict.
• Blindsight: Ignore sight-based penalties and gaze attacks.
• Split: If hit with a raise by a slashing weapon, this creature splits into two halves, each with -2 Toughness. The halves can act independently, but cannot be split again. They can reconnect if left alone for a few minutes.
• Constrict: Pin opponent on a raise, inflict Str+d6 per round after that, they require a raise on an opposed Strength roll to escape.
• Mindless: Immune to mind-affecting magic.
• Fearless: Immune to fear and Intimidation.
• Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 4".
• Amorphous: Doesn't suffer additional damage from raises or called shots.
• Immunities: Electricity, sleep, poison, shapechanging, paralysis, Gang Up bonuses and mind-affecting .
Tuesday, 15 October 2013
Animated Ooze
Attributes: Agility d4, Smarts d4 (A), Spirit d4, Strength d10, Vigor d12
Skills: Fighting d4, Stealth d6, Swimming d6
Charisma: -; Pace: 4; Parry: 4; Toughness: 7
Special Abilities
• Slam: Str+d4; Grab.
• Blindsight: Ignore sight-based penalties and gaze attacks.
• Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
• Mindless: Immune to mind-affecting magic.
• Fearless: Immune to fear and Intimidation.
• Aquatic: Swimming Pace of 6", and cannot drown.
• Amorphous: Doesn't suffer additional damage from raises or called shots.
• Immunities: Fire, cold, sleep, poison, shapechanging, paralysis and Gang Up bonuses.
• Size -1: -1 Toughness
Skills: Fighting d4, Stealth d6, Swimming d6
Charisma: -; Pace: 4; Parry: 4; Toughness: 7
Special Abilities
• Slam: Str+d4; Grab.
• Blindsight: Ignore sight-based penalties and gaze attacks.
• Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
• Mindless: Immune to mind-affecting magic.
• Fearless: Immune to fear and Intimidation.
• Aquatic: Swimming Pace of 6", and cannot drown.
• Amorphous: Doesn't suffer additional damage from raises or called shots.
• Immunities: Fire, cold, sleep, poison, shapechanging, paralysis and Gang Up bonuses.
• Size -1: -1 Toughness
Gelatinous Cube
Attributes: Agility d4, Smarts d4 (A), Spirit d4, Strength d6, Vigor d12+3
Skills: Fighting d4, Stealth d8
Charisma: -; Pace: 4; Parry: 4; Toughness: 13
Special Abilities
• Slam: Str+d6; Poison.
• Blindsight: Ignore sight-based penalties and gaze attacks.
• Mindless: Immune to mind-affecting magic.
• Fearless: Immune to fear and Intimidation.
• Amorphous: Doesn't suffer additional damage from raises or called shots.
• Size +4: Increases Toughness by +4.
• Poison: Paralysis(-1).
"It is well known that in the decadant courts of the west, that certain variaties of Gelatinous Cube are considered a sweetmeat."
Skills: Fighting d4, Stealth d8
Charisma: -; Pace: 4; Parry: 4; Toughness: 13
Special Abilities
• Slam: Str+d6; Poison.
• Blindsight: Ignore sight-based penalties and gaze attacks.
• Mindless: Immune to mind-affecting magic.
• Fearless: Immune to fear and Intimidation.
• Amorphous: Doesn't suffer additional damage from raises or called shots.
• Size +4: Increases Toughness by +4.
• Poison: Paralysis(-1).
"It is well known that in the decadant courts of the west, that certain variaties of Gelatinous Cube are considered a sweetmeat."
Crystals
Toughness: 8
Special Abilities
• Power Field: As an action characters within 2" may make an Arcane Skill check to recover a power point, plus one power point per raise.
Special Abilities
• Power Field: As an action characters within 2" may make an Arcane Skill check to recover a power point, plus one power point per raise.
Kelpie
Attributes: Agility d10, Smarts d6, Spirit d8, Strength d10, Vigor d10
Skills: Fighting d8, Notice d10, Persuasion d8, Stealth d10, Swimming d10, Taunt d6
Charisma: +2; Pace: 7; Parry: 6; Toughness: 7
Hindrances: Major Habit (Being Wet)
Edges: Alertness, Femme Fatale, Frenzy, Level Headed
Special Abilities
• Slams: Str+d4; Grab.
• Low Light Vision: No penalties for dim or dark lighting.
• Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
• Amphibious: Swimming Pace of 10", and cannot drown, but can also breathe air and survive indefinitely on land.
• Change Form: Can turn into a green aquatic horse as a normal action.
• Resistance: -2 damage from fire.
• Water's Kiss: Can provide Environmental Protection against pressure and enabling water breathing with a kiss. This lasts 24 hours.
"Come here, gorgeous."
Skills: Fighting d8, Notice d10, Persuasion d8, Stealth d10, Swimming d10, Taunt d6
Charisma: +2; Pace: 7; Parry: 6; Toughness: 7
Hindrances: Major Habit (Being Wet)
Edges: Alertness, Femme Fatale, Frenzy, Level Headed
Special Abilities
• Slams: Str+d4; Grab.
• Low Light Vision: No penalties for dim or dark lighting.
• Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
• Amphibious: Swimming Pace of 10", and cannot drown, but can also breathe air and survive indefinitely on land.
• Change Form: Can turn into a green aquatic horse as a normal action.
• Resistance: -2 damage from fire.
• Water's Kiss: Can provide Environmental Protection against pressure and enabling water breathing with a kiss. This lasts 24 hours.
"Come here, gorgeous."
Kobold Leader
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d6
Skills: Fighting d6, Knowledge (Battle) d6, Notice d6, Persuasion d6, Repair d6, Stealth d6, Throwing d4
Charisma: -; Pace: 6; Parry: 6; Toughness: 7 (3)
Hindrance: Cowardly
Edge: Assassin, Command, First Strike, Extraction, Fevour
Gear: Mace (Str+d6), Light Shield (+1 Parry), Plate Armour(+3)
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.
"Kree-Yark!"
Monday, 14 October 2013
Succubus Assassin
Attributes: Agility d10, Smarts d6, Spirit d6, Strength d8, Vigor d12
Skills: Fighting d8, Intimidation d10, Notice d19, Persuasion d10, Stealth d10,
Charisma: +4; Pace: 6; Parry: 6; Toughness: 10 (2)
Edges: Assassin, Ambidextrous, Combat Reflexes, Dodge, Frenzy, Strong Willed, Two Fisted
Special Abilities:
• Armour +2: Enchanted Tattoos.
• Darkvision: No vision penalties for darkness with a range of 12".
• Infravision: Halves penalties for poor light vs.warm targets.
• Extraplanar: Not native to the material plane, and can be targeted by Banish.
• Flight: Flying Pace of 8".
• Evil: Affected by powers and abilities that work on evil creatures.
• Change Form: Can assume a human form as a normal action.
Gear: Eldritch Flensing Tools (Str+d4+1) x2
"There are other uses for my species natural agility and endurance. I enjoy them as well."
Skills: Fighting d8, Intimidation d10, Notice d19, Persuasion d10, Stealth d10,
Charisma: +4; Pace: 6; Parry: 6; Toughness: 10 (2)
Edges: Assassin, Ambidextrous, Combat Reflexes, Dodge, Frenzy, Strong Willed, Two Fisted
Special Abilities:
• Armour +2: Enchanted Tattoos.
• Darkvision: No vision penalties for darkness with a range of 12".
• Infravision: Halves penalties for poor light vs.warm targets.
• Extraplanar: Not native to the material plane, and can be targeted by Banish.
• Flight: Flying Pace of 8".
• Evil: Affected by powers and abilities that work on evil creatures.
• Change Form: Can assume a human form as a normal action.
Gear: Eldritch Flensing Tools (Str+d4+1) x2
"There are other uses for my species natural agility and endurance. I enjoy them as well."
Ghost Dragon Clan Ninja
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Climbing d6, Fighting d6, Investigation d6, Notice d6, Stealth d8, Streetwise d4, Survival d6, Throwing d6
Charisma: 0; Pace: 6; Parry: 5; Toughness: 5
Hindrances: Loyal, Vow (Major)
Edges: Assassin
Gear: Spirit forged Ninjato (Str+d6+2, AP 2), Shuriken (Range 3/6/12, Str+d4)
"Pirates. Don't talk to me about pirates."
Skills: Climbing d6, Fighting d6, Investigation d6, Notice d6, Stealth d8, Streetwise d4, Survival d6, Throwing d6
Charisma: 0; Pace: 6; Parry: 5; Toughness: 5
Hindrances: Loyal, Vow (Major)
Edges: Assassin
Gear: Spirit forged Ninjato (Str+d6+2, AP 2), Shuriken (Range 3/6/12, Str+d4)
"Pirates. Don't talk to me about pirates."
Kobold Pyroturge
Wild Card
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d6
Skills: Fighting d6, Notice d6, Repair d6, Spellcasting d8, Stealth d6, Throwing d4
Charisma: -; Pace: 6; Parry: 5; Toughness: 5 (1)
Hindrance: Cowardly
Edge: Arcane Background(Magic), Extraction, Power Surge, Improved Rapid Recharge
Spells: (15 Power Points) Bolt(of Flame), Barrier(of Fire), Blast(Fireball), Smite(with added fire)
Gear: Spear (Str+d6; Reach 1"), Robe(+1), Knife (Range 3/6/12, Str+d4),
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.
"I studied in House Flambeau."
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d6
Skills: Fighting d6, Notice d6, Repair d6, Spellcasting d8, Stealth d6, Throwing d4
Charisma: -; Pace: 6; Parry: 5; Toughness: 5 (1)
Hindrance: Cowardly
Edge: Arcane Background(Magic), Extraction, Power Surge, Improved Rapid Recharge
Spells: (15 Power Points) Bolt(of Flame), Barrier(of Fire), Blast(Fireball), Smite(with added fire)
Gear: Spear (Str+d6; Reach 1"), Robe(+1), Knife (Range 3/6/12, Str+d4),
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.
"I studied in House Flambeau."
Mountain Troll
Attributes: Agility d8, Smarts d6, Spirit d10, Strength d12+2, Vigor d10
Skills: Fighting d8, Climbing d12+2, Notice d12, Tracking d12, Throwing d8
Charisma: -; Pace: 7; Parry: 6; Toughness: 13 (2)
Gear: Oversized Battle Axe (Str+d8), Partial Armor(+2)
Edges: Strong Willed
Special Abilities
• Bite: Str+d6.
• Low Light Vision: No penalties for dim or dark lighting.
• Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately.
• Fast Regeneration: May make a Vigor roll every round to heal damage from non-fire sources.
• Weakness: Fire (double damage).
• Size +4: Increases Toughness by +4.
• Large: -2 to attack normal-sized foes, they receive +2 to their attacks.
"I smell adventurers."
Skills: Fighting d8, Climbing d12+2, Notice d12, Tracking d12, Throwing d8
Charisma: -; Pace: 7; Parry: 6; Toughness: 13 (2)
Gear: Oversized Battle Axe (Str+d8), Partial Armor(+2)
Edges: Strong Willed
Special Abilities
• Bite: Str+d6.
• Low Light Vision: No penalties for dim or dark lighting.
• Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately.
• Fast Regeneration: May make a Vigor roll every round to heal damage from non-fire sources.
• Weakness: Fire (double damage).
• Size +4: Increases Toughness by +4.
• Large: -2 to attack normal-sized foes, they receive +2 to their attacks.
"I smell adventurers."
Female Texas Ranger
Veteran Human
Wild Card
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d8, Vigor d8
Skills: Fighting d8, Intimidation d8, Investigation d6, Notice d6, Shooting d8, Streetwise d6, Tracking d6
Charisma: 0; Pace: 6; Parry: 6; Toughness: 6
Hindrances: Loyal, Stubborn, Major Vow (Texas Ranger)
Edges: Command, Danger Sense, Dodge, Giant Killer, Marksman
Gear: Bowie Knife, Bowie (Str+d4+1, AP 1), Lemat Pistol (Range 12/24/48, 2d6, Shots 9, AP 1) & (Range 12/24/48, 1–3d6, Shots 1, Shotgun)
"One Riot, One Ranger."
Wild Card
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d8, Vigor d8
Skills: Fighting d8, Intimidation d8, Investigation d6, Notice d6, Shooting d8, Streetwise d6, Tracking d6
Charisma: 0; Pace: 6; Parry: 6; Toughness: 6
Hindrances: Loyal, Stubborn, Major Vow (Texas Ranger)
Edges: Command, Danger Sense, Dodge, Giant Killer, Marksman
Gear: Bowie Knife, Bowie (Str+d4+1, AP 1), Lemat Pistol (Range 12/24/48, 2d6, Shots 9, AP 1) & (Range 12/24/48, 1–3d6, Shots 1, Shotgun)
"One Riot, One Ranger."
Veteran Gunslinger
Veteran Human Gunman
Wild Card
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d8
Skills: Climbing d4, Driving d4, Fighting d6, Intimidation d6, Investigation d4, Notice d6, Riding d6, Shooting d8, Streetwise d4, Survival d6, Swimming d4, Taunt d6, Throwing d6, Tracking d4
Charisma: 0; Pace: 6; Parry: 2; Toughness: 6
Hindrances: Big Mouth, Bloodthirsty
Edges: Liquid Courage, Marksman, Nerves of Steel, No Mercy
Gear: Colt Peacemaker (Range 12/24/48, 2d6+1, Shots 6, AP 1) x2, Knife (Str+d4), Quick-draw holster x2
"Draw!"
Wild Card
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d8
Skills: Climbing d4, Driving d4, Fighting d6, Intimidation d6, Investigation d4, Notice d6, Riding d6, Shooting d8, Streetwise d4, Survival d6, Swimming d4, Taunt d6, Throwing d6, Tracking d4
Charisma: 0; Pace: 6; Parry: 2; Toughness: 6
Hindrances: Big Mouth, Bloodthirsty
Edges: Liquid Courage, Marksman, Nerves of Steel, No Mercy
Gear: Colt Peacemaker (Range 12/24/48, 2d6+1, Shots 6, AP 1) x2, Knife (Str+d4), Quick-draw holster x2
"Draw!"
Sunday, 13 October 2013
Gunslinger
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Climbing d4, Fighting d6, Intimidation d4, Notice d4, Riding d6, Shooting d6, Streetwise d4, Survival d6, Swimming d4, Throwing d6, Tracking d4
Charisma: 0; Pace: 6; Parry: 2; Toughness: 5
Hindrances: Big Mouth, Bloodthirsty
Gear: Colt Navy (Range 12/24/48, 2d6, Shots 6, AP 1) x2, Knife (Str+d4), Quick-draw holster x2
"Are youse looking at me?"
Skills: Climbing d4, Fighting d6, Intimidation d4, Notice d4, Riding d6, Shooting d6, Streetwise d4, Survival d6, Swimming d4, Throwing d6, Tracking d4
Charisma: 0; Pace: 6; Parry: 2; Toughness: 5
Hindrances: Big Mouth, Bloodthirsty
Gear: Colt Navy (Range 12/24/48, 2d6, Shots 6, AP 1) x2, Knife (Str+d4), Quick-draw holster x2
"Are youse looking at me?"
Ice Troll
Attributes: Agility d12, Smarts d6, Spirit d6, Strength d12+1, Vigor d10
Skills: Fighting d6, Intimidation d8, Notice d8, Survival d6, Throwing d6
Charisma: -; Pace: 6; Parry: 5; Toughness: 11 (2)
Gear: Rock (Throwing, Str+d8, Range 4/8/12 AP2), Armor Scraps (+1)
Special Abilities
• Armour +1: Natural armour.
• Bite: Str+d6.
• Low Light Vision: No penalties for dim or dark lighting.
• Fast Regeneration: May make a Vigor roll every round to heal damage from non-fire/heat sources.
• Immunity: Cold.
• Weakness: Fire (double damage).
• Size +2: Increases Toughness by +2.
"Pound your bones to make my bread."
Skills: Fighting d6, Intimidation d8, Notice d8, Survival d6, Throwing d6
Charisma: -; Pace: 6; Parry: 5; Toughness: 11 (2)
Gear: Rock (Throwing, Str+d8, Range 4/8/12 AP2), Armor Scraps (+1)
Special Abilities
• Armour +1: Natural armour.
• Bite: Str+d6.
• Low Light Vision: No penalties for dim or dark lighting.
• Fast Regeneration: May make a Vigor roll every round to heal damage from non-fire/heat sources.
• Immunity: Cold.
• Weakness: Fire (double damage).
• Size +2: Increases Toughness by +2.
"Pound your bones to make my bread."
Goblin Shamen
Wild Card
Attributes: Agility d8, Smarts d8, Spirit d6, Strength d6, Vigor d8
Skills: Climbing d6, Fighting d8, Healing d6, Investigation d4, Notice d6, Intimidate d6, Spellcasting d6, Stealth d6,
Charisma: -; Pace: 8; Parry: 6; Toughness: 6 (1)
Hindrance: Bloodthirsty,
Edges: Arcane Background(Magic), Extrication, Power Surge
Powers: (15 Power Points) Bolt (Bat made of Necromantic Energies), Deflection, Healing.
Gear: Robes (+1), Staff (Str+d6, Reach 1)
Racial Abilities:
• Infravision: Goblins halve penalties for dark lighting against living targets (round down).
• Small: Size -1 and thus toughness -1.
"Eye of Newt and Toe of Toad!"
Attributes: Agility d8, Smarts d8, Spirit d6, Strength d6, Vigor d8
Skills: Climbing d6, Fighting d8, Healing d6, Investigation d4, Notice d6, Intimidate d6, Spellcasting d6, Stealth d6,
Charisma: -; Pace: 8; Parry: 6; Toughness: 6 (1)
Hindrance: Bloodthirsty,
Edges: Arcane Background(Magic), Extrication, Power Surge
Powers: (15 Power Points) Bolt (Bat made of Necromantic Energies), Deflection, Healing.
Gear: Robes (+1), Staff (Str+d6, Reach 1)
Racial Abilities:
• Infravision: Goblins halve penalties for dark lighting against living targets (round down).
• Small: Size -1 and thus toughness -1.
"Eye of Newt and Toe of Toad!"
Goblin Leader
Wild Card
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d6, Vigor d8
Skills: Climbing d6, Fighting d8, Notice d6, Intimidate d6, Knowledge (Battle) d6, Stealth d6, Throwing d6
Charisma: -; Pace: 8; Parry: 6; Toughness: 7 (2)
Hindrance: Bloodthirsty,
Edges: Alertness, Command, Fleet-Footed, Hold the Line!
Gear: Partial Plate armour (+2), Sword (Str+d6)
Racial Abilities:
• Infravision: Goblins halve penalties for dark lighting against living targets (round down).
• Small: Size -1 and thus toughness -1.
"I have reserves!"
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d6, Vigor d8
Skills: Climbing d6, Fighting d8, Notice d6, Intimidate d6, Knowledge (Battle) d6, Stealth d6, Throwing d6
Charisma: -; Pace: 8; Parry: 6; Toughness: 7 (2)
Hindrance: Bloodthirsty,
Edges: Alertness, Command, Fleet-Footed, Hold the Line!
Gear: Partial Plate armour (+2), Sword (Str+d6)
Racial Abilities:
• Infravision: Goblins halve penalties for dark lighting against living targets (round down).
• Small: Size -1 and thus toughness -1.
"I have reserves!"
Saturday, 12 October 2013
Agatha Fox
Novice Female Spy
Wild Card
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Investigation d6, Lockpicking d6, Notice d6, Persuasion d8, Shooting d6, Stealth d6, Streetwise d4
Charisma: 4; Pace: 6; Parry: 2; Toughness: 4
Hindrances: Big Mouth, Small, Stubborn
Edges: Femme Fatale, Very Attractive
Gear: Derringer (.44) (Range 5/10/20, 2d6+1, Shots 2, AP 1), Switchblade (Str+d4, –2 to be Noticed if hidden)
“I haven't lived a good life. I've been bad, worse than you could know.”
Femme Fatale can be found page 15 in the Pulp GM's toolkit.
Wild Card
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Investigation d6, Lockpicking d6, Notice d6, Persuasion d8, Shooting d6, Stealth d6, Streetwise d4
Charisma: 4; Pace: 6; Parry: 2; Toughness: 4
Hindrances: Big Mouth, Small, Stubborn
Edges: Femme Fatale, Very Attractive
Gear: Derringer (.44) (Range 5/10/20, 2d6+1, Shots 2, AP 1), Switchblade (Str+d4, –2 to be Noticed if hidden)
“I haven't lived a good life. I've been bad, worse than you could know.”
Femme Fatale can be found page 15 in the Pulp GM's toolkit.
Friday, 11 October 2013
Nightslip
Seasoned Vigilante
Wild Card
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Climbing d6, Fighting d8, Persuasion d6, Lockpicking d6, Notice d6, Shooting d8, Stealth d8, Streetwise d6
Charisma: 0; Pace: 6; Parry: 5; Toughness: 6(1)
Hindrances: Heroic, Loyal, Vengeful (Minor)
Edges: Ambidextrous, Dodge, Marksman, Two-Fisted
Gear: Twin Colt .45s (Range 12/24/48, 2d6+1, Shots 7, AP 1, Semi-Auto), Armoured Bodyglove(+1)
"Don't think I'm helpless, just because I'm soft and cuddly!"
Wild Card
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Climbing d6, Fighting d8, Persuasion d6, Lockpicking d6, Notice d6, Shooting d8, Stealth d8, Streetwise d6
Charisma: 0; Pace: 6; Parry: 5; Toughness: 6(1)
Hindrances: Heroic, Loyal, Vengeful (Minor)
Edges: Ambidextrous, Dodge, Marksman, Two-Fisted
Gear: Twin Colt .45s (Range 12/24/48, 2d6+1, Shots 7, AP 1, Semi-Auto), Armoured Bodyglove(+1)
"Don't think I'm helpless, just because I'm soft and cuddly!"
Nine Suns Henchman
Attributes: Agility d6, Smarts d4, Spirit d4, Strength d6, Vigor d6
Skills: Climbing d6, Fighting d6, Notice d4, Shooting d6
Pace: 6; Parry: 5; Toughness: 8/10 (2/4)
Gear: Kevlar Jumpsuit (2 Armour, +2 Armour and ignores 4AP vs Firearms), Gas Mask, SMG (Shooting, 2d6, Range 12/24/48 AP 1, Auto), Boot knife (Str+d4)
"By your command."
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