Wild Card.
Attributes: Agility d8, Smarts d4, Spirit d4, Strength d6, Vigor d8
Skills: Fighting d6, Repair d6, Intimidation d6, Notice d4, Shooting d6
Pace: 7; Parry: 6; Toughness: 10(2)
Gear: Partial Plate (+2), Sword(Str+d6) and Medium Shield (Parry+1, +2 Armour vs Ranged Attacks in arc.)
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.
• Repair: Can spend an Action to pick up bones and slot them back into place on himself or another Skeleton within 1". Make a Repair roll and recover 1 wound on a success and 1 wound per raise. Unless he rolls a 1 he is not shaken afterwards. Can be done to fallen ally skeletons if done in the same round they were destroyed to bring them back into undeath.
"Dem Bones is my bones"
Saturday, 30 November 2013
Shadow
Attributes: Agility d8, Smarts d4, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d4, Notice d8, Stealth d8
Charisma: -; Pace: -; Parry: 4; Toughness: 7
Edges: Improved Dodge
Special Abilities
• Chilling Touch: Str+d6. Characters hit must make a Strength roll or suffer a level of Fatigue.
• Soul sight: No vision penalties.
• Ethereal: Intangible and can only be hurt by magical attacks, Champions, Holy Warriors and Laser/Plasma Weapons.
• Create Spawn: Anything slain by this creature is doomed to become one as well.
• Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
• Flight: Flying Pace of 7" and Climb 0.
• Vulnerability: Sunlight does 2d8 damage per round to a shadow.
"Woo. Woo?"
Skills: Fighting d4, Notice d8, Stealth d8
Charisma: -; Pace: -; Parry: 4; Toughness: 7
Edges: Improved Dodge
Special Abilities
• Chilling Touch: Str+d6. Characters hit must make a Strength roll or suffer a level of Fatigue.
• Soul sight: No vision penalties.
• Ethereal: Intangible and can only be hurt by magical attacks, Champions, Holy Warriors and Laser/Plasma Weapons.
• Create Spawn: Anything slain by this creature is doomed to become one as well.
• Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
• Flight: Flying Pace of 7" and Climb 0.
• Vulnerability: Sunlight does 2d8 damage per round to a shadow.
"Woo. Woo?"
Friday, 29 November 2013
Blob Demons
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d12+2
Skills: Fighting d6
Charisma: -; Pace: 4; Parry: 5; Toughness: 9
Special Abilities
• Claws: Str+d4.
• Darkvision: No vision penalties for darkness.
• Extraplanar: Not native to the material plane, and can be targeted by Banish.
• Fanatic: When a Wild Card ally within 2" is hit by a successful attack, the blob demon rolls in front of his master and suffers the attack instead.
• Lumbering: Running die d4.
• Evil: Affected by powers and abilities that work on evil creatures.
"Feed meee."
Skills: Fighting d6
Charisma: -; Pace: 4; Parry: 5; Toughness: 9
Special Abilities
• Claws: Str+d4.
• Darkvision: No vision penalties for darkness.
• Extraplanar: Not native to the material plane, and can be targeted by Banish.
• Fanatic: When a Wild Card ally within 2" is hit by a successful attack, the blob demon rolls in front of his master and suffers the attack instead.
• Lumbering: Running die d4.
• Evil: Affected by powers and abilities that work on evil creatures.
"Feed meee."
Angel of Protection
Skills: Faith d12, Fighting d10, Intimidation d8, Notice d12, Persuasion d12, Shooting d8, Taunt d6
Charisma: +2; Pace: 7; Parry: 7; Toughness: 10(2)
Edges: Adept, Arcane Background (Miracles), First Strike, Improved Martial Artist, Level Headed, Martial Arts Master, Power Surge
Powers: (15 Power Points) Armor, Banish, Barrier, Dispel, Fear, Healing, Smite(Adept Power)
Special Abilities
• Armour +2: Aura of invincibility.
• Heavenly Fist: Str+d6+2.
• True Sight: No vision penalties for darkness, can't see illusions.
• Extraplanar: Not native to the material plane, and can be targeted by Banish.
• Holy Aura: Attacks, damage, spells and opposed rolls from Evil creatures suffer a -2 penalty.
• Flight: Flying Pace of 10" and Climb 2.
• Good: Affected by powers and abilities that work on good creatures.
• Hardy: A second Shaken result doesn't become a wound.
• Resistances: -2 damage from electricity and fire.
• Very Tough: +1 Toughness.
"Do not fear. Mr Bond, I expect you to die."
Thursday, 28 November 2013
Gauntfield
Homicidal Agricultural Necrogolem.
Wild Card
Attributes: Agility d10, Smarts d6, Spirit d6, Strength d10, Vigor d12
Skills: Fighting d10, Notice d6, Tracking d6
Charisma: -; Pace: 6; Parry: 7; Toughness: 9
Edges: Brawny, Harder to Kill, Sweep
Special Abilities
• Bite: Str+d6.
• Soulsight: No vision penalties for lighting.
• Fearless: Immune to fear and Intimidation.
• Construct: +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Gear: Scythe (Str+d8, Reach 1, 2 hands)
"All flesh is grass. Therefore all flesh must be harvested"
Wild Card
Attributes: Agility d10, Smarts d6, Spirit d6, Strength d10, Vigor d12
Skills: Fighting d10, Notice d6, Tracking d6
Charisma: -; Pace: 6; Parry: 7; Toughness: 9
Edges: Brawny, Harder to Kill, Sweep
Special Abilities
• Bite: Str+d6.
• Soulsight: No vision penalties for lighting.
• Fearless: Immune to fear and Intimidation.
• Construct: +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Gear: Scythe (Str+d8, Reach 1, 2 hands)
"All flesh is grass. Therefore all flesh must be harvested"
Woody
Seasoned Halfling Ranger
Wild Card
Attributes: Agility d8, Smarts d8, Spirit d6, Strength d6, Vigor d6
Skills: Climbing d6, Fighting d6, Intimidation d4, Notice d6, Shooting d8, Stealth d8, Survival d8, Tracking d8
Charisma: 0; Pace: 6; Parry: 5; Toughness: 6/5 (2/1)
Hindrances: Bloodthirsty, Illiterate, Vengeful (Minor)
Edges: Assassin, Marksman, Woodsman
Gear: Elven bow (Range 15/30/60, 2d6), Reinforced leather (+2 (+1), 1 point of Armor is bypassed if hit with a raise), Short Sword (Str+d6,)
Special Abilities:
• Fortunate: Half-folk draw one additional Benny per game session. This may be combined with the Luck and Great Luck Edges.
• Short: Half-folk average only about 4’ tall. This gives them a Size of –1 and subtracts 1 from their Toughness.
• Spirited: Half-folk are generally optimistic beings. They start with a d6 Spirit instead of a d4.
"Don't call me small, you oversized lummox."
Wild Card
Attributes: Agility d8, Smarts d8, Spirit d6, Strength d6, Vigor d6
Skills: Climbing d6, Fighting d6, Intimidation d4, Notice d6, Shooting d8, Stealth d8, Survival d8, Tracking d8
Charisma: 0; Pace: 6; Parry: 5; Toughness: 6/5 (2/1)
Hindrances: Bloodthirsty, Illiterate, Vengeful (Minor)
Edges: Assassin, Marksman, Woodsman
Gear: Elven bow (Range 15/30/60, 2d6), Reinforced leather (+2 (+1), 1 point of Armor is bypassed if hit with a raise), Short Sword (Str+d6,)
Special Abilities:
• Fortunate: Half-folk draw one additional Benny per game session. This may be combined with the Luck and Great Luck Edges.
• Short: Half-folk average only about 4’ tall. This gives them a Size of –1 and subtracts 1 from their Toughness.
• Spirited: Half-folk are generally optimistic beings. They start with a d6 Spirit instead of a d4.
"Don't call me small, you oversized lummox."
Wednesday, 27 November 2013
Mudcroak
Frogman Shaman
Wild Card
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d8, Notice d6, Stealth d10, Faith d8, Swimming d10
Charisma: -; Pace: 6; Parry: 7; Toughness: 7 (1)
Edges: Arcane Background(Miracles)
Powers: (10 Power Points) Bless/Curse, Greater Healing, Fly, Legerdemain
Gear: Spear (Str+d6; Reach 1"; Parry +1)
Special Abilities
• Armour +1: Blubbery.
• Darkvision: No vision penalties for darkness.
• Amphibious: Swimming Pace of 10", and cannot drown, but can also breathe air and survive indefinitely on land.
Wild Card
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d8, Notice d6, Stealth d10, Faith d8, Swimming d10
Charisma: -; Pace: 6; Parry: 7; Toughness: 7 (1)
Edges: Arcane Background(Miracles)
Powers: (10 Power Points) Bless/Curse, Greater Healing, Fly, Legerdemain
Gear: Spear (Str+d6; Reach 1"; Parry +1)
Special Abilities
• Armour +1: Blubbery.
• Darkvision: No vision penalties for darkness.
• Amphibious: Swimming Pace of 10", and cannot drown, but can also breathe air and survive indefinitely on land.
"We
don't hold with that eye of newt stuff round here, if you get my
meaning."
Necromantic Pylon
Toughness: 12
Special Abilities
• Powered by Death: If a sentient living creature dies within 12", the nearest character with the Master Necromancer edge gains a power point. In games without power points he instead gains a +1 to the next Necromancy roll he makes if it happens before the next full moon.
Special Abilities
• Powered by Death: If a sentient living creature dies within 12", the nearest character with the Master Necromancer edge gains a power point. In games without power points he instead gains a +1 to the next Necromancy roll he makes if it happens before the next full moon.
Tuesday, 26 November 2013
Silver Dragon
Wild Card
Attributes: Agility d8, Smarts d12, Spirit d12, Strength d12+2, Vigor d12
Skills: Fighting d10, Intimidation d12+1, Healing d10, Notice d12+1, Persuasion d10, Perform d10
Charisma: +4; Pace: 7; Parry: 7; Toughness: 15 (3)
Edges: Arcane Background (Miracles), Level Headed, Improved Sweep, Troubadour
Powers: (10 Power Points) Detect Arcana (sense magic), Flight (feather fall), Speak Languages
Special Abilities
• Armour +3: Scaly hide.
• Bite or Claws: Str+d6.
• Flight: Flying Pace of 18" and Climb 0.
• Change Form: Can assume an alternate form as a normal action. It only has one alternative form which will be some form of human or humanoid and which reflects the dragons' condition [Lost limbs arelost in both forms etc.]
• Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d8 cold damage.
• Immunities: Acid, cold, sleep and paralysis.
• Size +4: Increases Toughness by +4.
"If you hold a righteous ambition, then eat yourself full and fight.
But if it's a flawed desire, it will end up building on ruin, so it's not too late to stop.
In a competition where nobody cares, just what can you learn from it? It's a race without a winner.
In the process of evolving, the humans, now devolving instead, are adrift in the streets, no longer able to sketch even a faint ideal, and still making absolutely no progress in finding an answer.
Yes, the righteous fight begins within you. What will you do? Where is your limit?
Before you completely break down, try to recall the mask you don.
Who is right, and who is wrong?"
Attributes: Agility d8, Smarts d12, Spirit d12, Strength d12+2, Vigor d12
Skills: Fighting d10, Intimidation d12+1, Healing d10, Notice d12+1, Persuasion d10, Perform d10
Charisma: +4; Pace: 7; Parry: 7; Toughness: 15 (3)
Edges: Arcane Background (Miracles), Level Headed, Improved Sweep, Troubadour
Powers: (10 Power Points) Detect Arcana (sense magic), Flight (feather fall), Speak Languages
Special Abilities
• Armour +3: Scaly hide.
• Bite or Claws: Str+d6.
• Flight: Flying Pace of 18" and Climb 0.
• Change Form: Can assume an alternate form as a normal action. It only has one alternative form which will be some form of human or humanoid and which reflects the dragons' condition [Lost limbs arelost in both forms etc.]
• Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d8 cold damage.
• Immunities: Acid, cold, sleep and paralysis.
• Size +4: Increases Toughness by +4.
"If you hold a righteous ambition, then eat yourself full and fight.
But if it's a flawed desire, it will end up building on ruin, so it's not too late to stop.
In a competition where nobody cares, just what can you learn from it? It's a race without a winner.
In the process of evolving, the humans, now devolving instead, are adrift in the streets, no longer able to sketch even a faint ideal, and still making absolutely no progress in finding an answer.
Yes, the righteous fight begins within you. What will you do? Where is your limit?
Before you completely break down, try to recall the mask you don.
Who is right, and who is wrong?"
Dwarf Hammer Master
Seasoned Dwarf Leader
Wild Card
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d8
Skills: Alchemy d6, Fighting d8, Notice d4, Persuasion d6, Repair d6, Taunt d6, Throwing d6
Charisma: 0; Pace: 5; Parry: 6; Toughness: 9 (3)
Hindrances: Minor Enemy (Goblin Temperance League), Overconfident, Stubborn
Edges: Command, Inspire, Liquid Courage, Natural Leader, Sunder
Special Abilities:
• Low Light Vision: Dwarven eyes are accustomed to the dark of the underearth. They ignore attack penalties for Dim and Dark lighting.
• Slow: Dwarves have a Pace of 5”.
• Tough: Dwarves are stout and tough. They start with a d6 Vigor instead of a d4.
Gear: Knife/Dagger (Range 3/6/12, Str+d4), Plate Corselet (+3), Warhammer (Str+d6, AP 1 vs. rigid armor)
"Everything is a nail. Even Beer."
Wild Card
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d8
Skills: Alchemy d6, Fighting d8, Notice d4, Persuasion d6, Repair d6, Taunt d6, Throwing d6
Charisma: 0; Pace: 5; Parry: 6; Toughness: 9 (3)
Hindrances: Minor Enemy (Goblin Temperance League), Overconfident, Stubborn
Edges: Command, Inspire, Liquid Courage, Natural Leader, Sunder
Special Abilities:
• Low Light Vision: Dwarven eyes are accustomed to the dark of the underearth. They ignore attack penalties for Dim and Dark lighting.
• Slow: Dwarves have a Pace of 5”.
• Tough: Dwarves are stout and tough. They start with a d6 Vigor instead of a d4.
Gear: Knife/Dagger (Range 3/6/12, Str+d4), Plate Corselet (+3), Warhammer (Str+d6, AP 1 vs. rigid armor)
"Everything is a nail. Even Beer."
Monday, 25 November 2013
Bagpipe Gnome
Novice Gnome Troubadour
Wild Card
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d6, Gambling d6, Notice d6, Perform d8, Streetwise d6, Swimming d6, Taunt d6
Charisma: 0; Pace: 6; Parry: 5; Toughness: 5 (1)
Hindrances: Bad Eyes (Major), Big Mouth, Poverty
Edges: Arcane Background (Miracles), Troubadour
Powers: (10 Power Points) Confusion, Deflection
Gear: Dagger (Str+d4, ), Leather (+1, Covers torso, arms, legs), Bagpipes
"Thair be nubbut like the sweet song of the pipes."
Wild Card
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d6, Gambling d6, Notice d6, Perform d8, Streetwise d6, Swimming d6, Taunt d6
Charisma: 0; Pace: 6; Parry: 5; Toughness: 5 (1)
Hindrances: Bad Eyes (Major), Big Mouth, Poverty
Edges: Arcane Background (Miracles), Troubadour
Powers: (10 Power Points) Confusion, Deflection
Gear: Dagger (Str+d4, ), Leather (+1, Covers torso, arms, legs), Bagpipes
"Thair be nubbut like the sweet song of the pipes."
Sunday, 24 November 2013
Mab Grindylow
Wild Card
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d8, Notice d6, Stealth d8, Swimming d10, Throwing d6
Charisma: -; Pace: 4; Parry: 7; Toughness: 7 (1)
Gear: Trident (Str+d6; Reach 1"; Parry +1) & (Throwing; range 3/6/12; Str+d6)
Special Abilities
• Armour +1: Rubbery.
• Bite: Str+d4.
• Sonar: No vision penalties for darkness underwater.
• Amphibious: Swimming Pace of 10", and cannot drown, but can also breathe air and survive indefinitely on land.
• Water's Kiss: Can provide Environmental Protection against pressure and enabling water breathing with a kiss. This lasts 24 hours.
"Kiss, Kiss."
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d8, Notice d6, Stealth d8, Swimming d10, Throwing d6
Charisma: -; Pace: 4; Parry: 7; Toughness: 7 (1)
Gear: Trident (Str+d6; Reach 1"; Parry +1) & (Throwing; range 3/6/12; Str+d6)
Special Abilities
• Armour +1: Rubbery.
• Bite: Str+d4.
• Sonar: No vision penalties for darkness underwater.
• Amphibious: Swimming Pace of 10", and cannot drown, but can also breathe air and survive indefinitely on land.
• Water's Kiss: Can provide Environmental Protection against pressure and enabling water breathing with a kiss. This lasts 24 hours.
"Kiss, Kiss."
Mushroom Man Worker
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d4, Notice d8, Stealth d10, Throwing d4
Charisma: -; Pace: 6; Parry: 4; Toughness: 5
Edges: Extraction
Special Abilities
• Claws: Str+d4.
• Low Light Vision: No penalties for dim or dark lighting.
• Plant: +2 to recover from Shaken, ignore wound modifiers, poison, and extra damage from called shots.
• Spores: Cone Template; victims must make a Vigor roll against Venemous Poison. Victims killed by this poison spawn a Mushroom man in 1d6 hours.
• Very Tough: +1 Toughness.
• Size -1: Reduces Toughness by -1.
"Flobalob"
Skills: Fighting d4, Notice d8, Stealth d10, Throwing d4
Charisma: -; Pace: 6; Parry: 4; Toughness: 5
Edges: Extraction
Special Abilities
• Claws: Str+d4.
• Low Light Vision: No penalties for dim or dark lighting.
• Plant: +2 to recover from Shaken, ignore wound modifiers, poison, and extra damage from called shots.
• Spores: Cone Template; victims must make a Vigor roll against Venemous Poison. Victims killed by this poison spawn a Mushroom man in 1d6 hours.
• Very Tough: +1 Toughness.
• Size -1: Reduces Toughness by -1.
"Flobalob"
Saturday, 23 November 2013
Mushroom Man Leader
Wild Card
Attributes: Agility d8, Smarts d8, Spirit d10, Strength d10, Vigor d12
Skills: Fighting d8, Intimidation d8, Notice d10, Persuasion d6, Stealth d12+1, Survival d6, Throwing d6
Charisma: +1; Pace: 6; Parry: 6; Toughness: 8
Gear: (Throwing; range 3/6/12; Str+d6)
Edges: Frenzy, Sweep
Special Abilities
• Claws: Str+d4.
• Low Light Vision: No penalties for dim or dark lighting.
• Spores: Cone Template; victims must make a Vigor roll against Venemous Poison. Victims killed by this poison spawn a Mushroom man in 1d6 hours.
• Plant: +2 to recover from Shaken, ignore wound modifiers, poison, and extra damage from called shots.
• Very Tough: +1 Toughness.
• Size -1: Reduces Toughness by -1.
"Flobalobalob."
Attributes: Agility d8, Smarts d8, Spirit d10, Strength d10, Vigor d12
Skills: Fighting d8, Intimidation d8, Notice d10, Persuasion d6, Stealth d12+1, Survival d6, Throwing d6
Charisma: +1; Pace: 6; Parry: 6; Toughness: 8
Gear: (Throwing; range 3/6/12; Str+d6)
Edges: Frenzy, Sweep
Special Abilities
• Claws: Str+d4.
• Low Light Vision: No penalties for dim or dark lighting.
• Spores: Cone Template; victims must make a Vigor roll against Venemous Poison. Victims killed by this poison spawn a Mushroom man in 1d6 hours.
• Plant: +2 to recover from Shaken, ignore wound modifiers, poison, and extra damage from called shots.
• Very Tough: +1 Toughness.
• Size -1: Reduces Toughness by -1.
"Flobalobalob."
Ithsyn
Bizarre Hybrid Animal Monstrosity
Attributes: Agility d8, Smarts d8(A), Spirit d10, Strength d10, Vigor d10
Skills: Fighting d8, Climbing d4, Notice d6, Stealth d8, Survival d12
Charisma: -; Pace: 6; Parry: 6; Toughness: 9
Edges: Dodge, Improved Dodge
Special Abilities:
• Face tentacles or kick: Str +d6
• Pounce: +4 attack/damage and -2 Parry when first moving adjacent to foe.
• Short bursts of speed: Running Die d12.
• Emits Hallucinogen: When shaken or wounded emits a cloud of hallucinogen Gas causing all within a Large Burst Template centred on the Ithsyn to make a Smarts roll at -2 or be shaken.
• Size +2: Giant Ostrich Sized; Toughness +2.
"Slurp."
Attributes: Agility d8, Smarts d8(A), Spirit d10, Strength d10, Vigor d10
Skills: Fighting d8, Climbing d4, Notice d6, Stealth d8, Survival d12
Charisma: -; Pace: 6; Parry: 6; Toughness: 9
Edges: Dodge, Improved Dodge
Special Abilities:
• Face tentacles or kick: Str +d6
• Pounce: +4 attack/damage and -2 Parry when first moving adjacent to foe.
• Short bursts of speed: Running Die d12.
• Emits Hallucinogen: When shaken or wounded emits a cloud of hallucinogen Gas causing all within a Large Burst Template centred on the Ithsyn to make a Smarts roll at -2 or be shaken.
• Size +2: Giant Ostrich Sized; Toughness +2.
"Slurp."
Friday, 22 November 2013
Mushroom Man
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d8, Vigor d8
Skills: Fighting d6, Notice d10, Stealth d12+1, Throwing d4
Charisma: -; Pace: 6; Parry: 5; Toughness: 7 (1)
Edges: First Strike
Special Abilities
• Claws: Str+d4.
• Low Light Vision: No penalties for dim or dark lighting.
• Plant: +2 to recover from Shaken, ignore wound modifiers, poison, and extra damage from called shots.• Spores: Cone Template; victims must make a Vigor roll against Venemous Poison. Victims killed by this poison spawn a Mushroom man in 1d6 hours.
• Very Tough: +1 Toughness.
• Size -1: Reduces Toughness by -1.
"Flob Flob"
Skills: Fighting d6, Notice d10, Stealth d12+1, Throwing d4
Charisma: -; Pace: 6; Parry: 5; Toughness: 7 (1)
Edges: First Strike
Special Abilities
• Claws: Str+d4.
• Low Light Vision: No penalties for dim or dark lighting.
• Plant: +2 to recover from Shaken, ignore wound modifiers, poison, and extra damage from called shots.• Spores: Cone Template; victims must make a Vigor roll against Venemous Poison. Victims killed by this poison spawn a Mushroom man in 1d6 hours.
• Very Tough: +1 Toughness.
• Size -1: Reduces Toughness by -1.
"Flob Flob"
Mantis Demon
Attributes: Agility d8, Smarts d4 (M), Spirit d8, Strength d10, Vigor d10
Skills: Climbing d10, Fighting d10, Gambling d8, Notice d6, Stealth d4
Charisma: -; Pace: 6; Parry: 7; Toughness: 12 (3)
Edges: Ambidextrous, Two Fisted, Unholy Warrior
Special Abilities:
• Armour +3: Chitin.
• Claws: Str+d6; Grab.
• Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
• Flight: Flying Pace of 7" and Climb -1.
• Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 6".
• Size +2: Seven feet tall; Toughness +2.
• Soul sight: No vision penalties for darkness.
• Extraplanar: Not native to the material plane, and can be targeted by Banish.
• Evil: Affected by powers and abilities that work on evil creatures.
"Care to chase the lady? 5 to 4 on the blond."
Skills: Climbing d10, Fighting d10, Gambling d8, Notice d6, Stealth d4
Charisma: -; Pace: 6; Parry: 7; Toughness: 12 (3)
Edges: Ambidextrous, Two Fisted, Unholy Warrior
Special Abilities:
• Armour +3: Chitin.
• Claws: Str+d6; Grab.
• Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
• Flight: Flying Pace of 7" and Climb -1.
• Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 6".
• Size +2: Seven feet tall; Toughness +2.
• Soul sight: No vision penalties for darkness.
• Extraplanar: Not native to the material plane, and can be targeted by Banish.
• Evil: Affected by powers and abilities that work on evil creatures.
"Care to chase the lady? 5 to 4 on the blond."
Thursday, 21 November 2013
Shadow Hound
Attributes: Agility d10, Smarts d4, Spirit d8, Strength d12+1, Vigor d12
Skills: Fighting d8, Notice d10, Stealth d10, Survival d10
Charisma: -; Pace: 8; Parry: 6; Toughness: 10 (2)
Edges: Level Headed, Strong Willed
Special Abilities
• Armour +2: Partially intangible.
• Bite: Str+d6; Go for the Throat.
• Shadowvision: No vision penalties for darkness.
• Extraplanar: Not native to the material plane, and can be targeted by Banish.
• Shadow stalk: Can move from shadow to another shadow within 12" without passing through the intervening space. This replaces its normal movement and provides the Hoound with Improved Extraction, when it does this.
• Go for the Throat: Target least armoured location on a raise.
• Evil: Affected by powers and abilities that work on evil creatures.
"They live in the liminal zone opposite to Byston Well."
Skills: Fighting d8, Notice d10, Stealth d10, Survival d10
Charisma: -; Pace: 8; Parry: 6; Toughness: 10 (2)
Edges: Level Headed, Strong Willed
Special Abilities
• Armour +2: Partially intangible.
• Bite: Str+d6; Go for the Throat.
• Shadowvision: No vision penalties for darkness.
• Extraplanar: Not native to the material plane, and can be targeted by Banish.
• Shadow stalk: Can move from shadow to another shadow within 12" without passing through the intervening space. This replaces its normal movement and provides the Hoound with Improved Extraction, when it does this.
• Go for the Throat: Target least armoured location on a raise.
• Evil: Affected by powers and abilities that work on evil creatures.
"They live in the liminal zone opposite to Byston Well."
Jersey Barrier
Toughness: 24 (10)
Special Ability:
• Hard Cover: Provides Heavy cover for a Size 0 character crouching behind it.
Special Ability:
• Hard Cover: Provides Heavy cover for a Size 0 character crouching behind it.
Wednesday, 20 November 2013
Dragon's Teeth
Toughness: 20(10)
Special Ability:
• In the Way: Tall enough to force a driving roll at -2 form tracked vehicles attempting to pass over them.
• Hard Cover: Provides Medium cover for a Size 0 character crouching behind it.
Special Ability:
• In the Way: Tall enough to force a driving roll at -2 form tracked vehicles attempting to pass over them.
• Hard Cover: Provides Medium cover for a Size 0 character crouching behind it.
Sea Hag
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d12+1, Vigor d12
Skills: Fighting d6, Notice d10, Stealth d10, Swimming d12+1
Charisma: -; Pace: 6; Parry: 5; Toughness: 9 (1)
Edges: Arcane Background (Magic), Strong Willed,
Two Fisted
Powers: (10 Power Points) Disguise (illusion), Curse, Invisibility
Special Abilities
• Armour +1: Rubbery.
• Claws: Str+d4.
• Amphibious: Swimming Pace of 13", and cannot drown, but can also breathe air and survive indefinitely on land.
"Hello, my dear."
Skills: Fighting d6, Notice d10, Stealth d10, Swimming d12+1
Charisma: -; Pace: 6; Parry: 5; Toughness: 9 (1)
Edges: Arcane Background (Magic), Strong Willed,
Two Fisted
Powers: (10 Power Points) Disguise (illusion), Curse, Invisibility
Special Abilities
• Armour +1: Rubbery.
• Claws: Str+d4.
• Amphibious: Swimming Pace of 13", and cannot drown, but can also breathe air and survive indefinitely on land.
"Hello, my dear."
Tuesday, 19 November 2013
Imrijika
Seasoned Half-Orc Inquisitor
Wild Card
Attributes: Agility d8, Smarts d6, Spirit d10, Strength d10, Vigor d6
Skills: Climbing d8, Faith d6, Fighting d8, Intimidation d6, Investigation d6, Notice d6, Shooting d4, Survival d6
Charisma: -2; Pace: 6; Parry: 7; Toughness: 7 (2)
Hindrances: Heroic, Loyal, Outsider, Vow (Minor)
Edges: Arcane Background (Miracles), HolyWarrior
Powers: Smite, succor
Special Abilities:
• Infravision: Halves penalties for poor light vs. warm targets.
Gear: Bow (Range 12/24/48, 2d6), Scalemail (+2), Spiked Gauntlet (Str+d4), Flail (Str+d6, Ignores Shield Parry and Cover bonus), Small Shield (buckler) (+1 Parry), backpack, manacles, rations (4), holy symbol
"Would you like me to repeat the question?"
Wild Card
Attributes: Agility d8, Smarts d6, Spirit d10, Strength d10, Vigor d6
Skills: Climbing d8, Faith d6, Fighting d8, Intimidation d6, Investigation d6, Notice d6, Shooting d4, Survival d6
Charisma: -2; Pace: 6; Parry: 7; Toughness: 7 (2)
Hindrances: Heroic, Loyal, Outsider, Vow (Minor)
Edges: Arcane Background (Miracles), HolyWarrior
Powers: Smite, succor
Special Abilities:
• Infravision: Halves penalties for poor light vs. warm targets.
Gear: Bow (Range 12/24/48, 2d6), Scalemail (+2), Spiked Gauntlet (Str+d4), Flail (Str+d6, Ignores Shield Parry and Cover bonus), Small Shield (buckler) (+1 Parry), backpack, manacles, rations (4), holy symbol
"Would you like me to repeat the question?"
Lini
Gnome Druid
Wild Card
Attributes: Agility d6, Smarts d8, Spirit d10, Strength d4, Vigor d8
Skills: Fighting d6, Healing d8, Notice d8, Repair d4, Spellcasting d6, Survival d8, Taunt d4, Throwing d4, Tracking d8
Charisma: 0; Pace: 6; Parry: 5; Toughness: 7 (2)
Hindrances: Code of Honor, Loyal, Pacifist (Minor)
Edges: Arcane Background (Magic), Beast Master
Powers: Beast Friend, Blast (Ice Storm), Wallwalker
Gear: Enchanted Leathers(+2), Sickle(Str+d4), Sling (Range 4/8/16, Str+d4), belt pouch, mistletoe, collection of sticks from every forrest she's visited, trail rations (2)
"Down boy. Sit. Ssiit. You just have to know how to talk to them."
Wild Card
Attributes: Agility d6, Smarts d8, Spirit d10, Strength d4, Vigor d8
Skills: Fighting d6, Healing d8, Notice d8, Repair d4, Spellcasting d6, Survival d8, Taunt d4, Throwing d4, Tracking d8
Charisma: 0; Pace: 6; Parry: 5; Toughness: 7 (2)
Hindrances: Code of Honor, Loyal, Pacifist (Minor)
Edges: Arcane Background (Magic), Beast Master
Powers: Beast Friend, Blast (Ice Storm), Wallwalker
Gear: Enchanted Leathers(+2), Sickle(Str+d4), Sling (Range 4/8/16, Str+d4), belt pouch, mistletoe, collection of sticks from every forrest she's visited, trail rations (2)
"Down boy. Sit. Ssiit. You just have to know how to talk to them."
Monday, 18 November 2013
Alain
Human Cavalier
Wild Card
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d10, Vigor d8
Skills: Climbing d6, Fighting d8, Gambling d6, Intimidation d6, Notice d6, Riding d6, Shooting d6
Charisma: 0; Pace: 6; Parry: 7; Toughness: 9 (3)
Hindrances: Greedy (Minor), Mean, Vengeful (Major)
Edges: Beast Bond, Command, Noble, Rich
Gear: Plate Armor (+3), Flail (Str+d6, Ignores Shield Parry and Cover bonus), Horse, Lance (Str+d8, AP 2 when charging, Reach 2, only usable in mounted combat), Medium Shield (+1 Parry, +2 Armor to ranged shots that hit), Pump crossbow (Range 10/20/40, 2d6, Shots 6, AP 2), backpack, banner, bit and bridle, grappling hook, leather barding, rations (4), riding saddle, silk rope.
"How much?"
Wild Card
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d10, Vigor d8
Skills: Climbing d6, Fighting d8, Gambling d6, Intimidation d6, Notice d6, Riding d6, Shooting d6
Charisma: 0; Pace: 6; Parry: 7; Toughness: 9 (3)
Hindrances: Greedy (Minor), Mean, Vengeful (Major)
Edges: Beast Bond, Command, Noble, Rich
Gear: Plate Armor (+3), Flail (Str+d6, Ignores Shield Parry and Cover bonus), Horse, Lance (Str+d8, AP 2 when charging, Reach 2, only usable in mounted combat), Medium Shield (+1 Parry, +2 Armor to ranged shots that hit), Pump crossbow (Range 10/20/40, 2d6, Shots 6, AP 2), backpack, banner, bit and bridle, grappling hook, leather barding, rations (4), riding saddle, silk rope.
"How much?"
Sajan
Seasoned Human Monk
Wild Card
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d8, Vigor d6
Skills: Climbing d8, Fighting d8, Intimidation d4, Notice d6, Stealth d8, Streetwise d4, Throwing d6
Charisma: 0; Pace: 8; Parry: 6; Toughness: 6 (1)
Hindrances: Bad Luck, Stubborn, Minor Wanted (Under sentence of death in his far off homeland.)
Edges: Arcane Resistance, Combat Reflexes, Dodge, Fleet-Footed
Gear: Shuriken (Range 3/6/12, Str+d6), Leather (+1, Covers torso, arms, legs), Temple Sword (Str+d8)
"I Will Find Her."
Wild Card
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d8, Vigor d6
Skills: Climbing d8, Fighting d8, Intimidation d4, Notice d6, Stealth d8, Streetwise d4, Throwing d6
Charisma: 0; Pace: 8; Parry: 6; Toughness: 6 (1)
Hindrances: Bad Luck, Stubborn, Minor Wanted (Under sentence of death in his far off homeland.)
Edges: Arcane Resistance, Combat Reflexes, Dodge, Fleet-Footed
Gear: Shuriken (Range 3/6/12, Str+d6), Leather (+1, Covers torso, arms, legs), Temple Sword (Str+d8)
"I Will Find Her."
Sunday, 17 November 2013
Harsk
Heroic Dwarf Ranger
Wild Card
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d8, Vigor d10
Skills: Climbing d6, Fighting d8, Healing d6, Intimidation d6, Notice d6, Shooting d8, Stealth d8, Survival d8, Tracking d8
Charisma: -2; Pace: 5; Parry: 6; Toughness: 9/8 (2/1)
Hindrances: Outsider, Quirk (Drinks Tea rather than Beer), Major Vow (Vengeance on all Giants)
Edges: Alertness, Beast Master, Marksman, Nerves of Steel, Woodsman
Gear: Battle Axe (Str+d8, ), Crossbow (Range 15/30/60, 2d6, AP 2, 1 action to reload), Trained badger, Reinforced leather (+2 (+1), Covers torso, arms, and legs; 1 point of Armor is bypassed if hit with a raise)
"Ken ye despair?"
Wild Card
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d8, Vigor d10
Skills: Climbing d6, Fighting d8, Healing d6, Intimidation d6, Notice d6, Shooting d8, Stealth d8, Survival d8, Tracking d8
Charisma: -2; Pace: 5; Parry: 6; Toughness: 9/8 (2/1)
Hindrances: Outsider, Quirk (Drinks Tea rather than Beer), Major Vow (Vengeance on all Giants)
Edges: Alertness, Beast Master, Marksman, Nerves of Steel, Woodsman
Gear: Battle Axe (Str+d8, ), Crossbow (Range 15/30/60, 2d6, AP 2, 1 action to reload), Trained badger, Reinforced leather (+2 (+1), Covers torso, arms, and legs; 1 point of Armor is bypassed if hit with a raise)
"Ken ye despair?"
Labels:
Character,
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Heroic,
Pathfinder,
Wild Card
Alahazra
Mystic Oracle
Wild Card
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d6, Vigor d6
Skills: Climbing d6, Faith d6, Healing d6, Investigation d4, Knowledge (Arcana) d6, Persuasion d8, Repair d6, Shooting d4
Charisma: 2; Pace: 6; Parry: 3; Toughness: 7/6 (2/1)
Hindrances: Anemic, Bad Eyes (Minor), Code of Honor
Edges: Arcane Background (Miracles), Charismatic, Dodge, New Power
Powers: (10 Power Points) Bless/Curse, Burst, Darksight
Gear: Enchanted Robes (+2 (+1), Covers torso, arms, and legs; 1 point of Armor is bypassed if hit with a raise),Knife (Range 3/6/12, Str+d4), Sling (Range 4/8/16, Str+d4), Staff (Str+d4, Parry +1, Reach 1, 2 hands), backpack, fortune-telling bones, healer’s kit, rations (6), silver holy symbol
"Only those who refuse to see truth are truly blind."
Wild Card
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d6, Vigor d6
Skills: Climbing d6, Faith d6, Healing d6, Investigation d4, Knowledge (Arcana) d6, Persuasion d8, Repair d6, Shooting d4
Charisma: 2; Pace: 6; Parry: 3; Toughness: 7/6 (2/1)
Hindrances: Anemic, Bad Eyes (Minor), Code of Honor
Edges: Arcane Background (Miracles), Charismatic, Dodge, New Power
Powers: (10 Power Points) Bless/Curse, Burst, Darksight
Gear: Enchanted Robes (+2 (+1), Covers torso, arms, and legs; 1 point of Armor is bypassed if hit with a raise),Knife (Range 3/6/12, Str+d4), Sling (Range 4/8/16, Str+d4), Staff (Str+d4, Parry +1, Reach 1, 2 hands), backpack, fortune-telling bones, healer’s kit, rations (6), silver holy symbol
"Only those who refuse to see truth are truly blind."
Saturday, 16 November 2013
Spikeshell Beater
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d6, Intimidation d4, Swimming d10, Throwing d4
Charisma: -; Pace: 5; Parry: 5; Toughness: 9 (3)
Hindrances: Bad Eyes (When out of water.)
Edges: Sweep
Special Abilities
• Armour +3: Scales and Shell.
• Amphibious: Swimming Pace of 8", and cannot drown, but can also breathe air and survive indefinitely on land.
• Claws:Str+d6; Grab
• Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Gear: Great Club (Str+d8; AP 1)
"Gamera commands it!"
Skills: Fighting d6, Intimidation d4, Swimming d10, Throwing d4
Charisma: -; Pace: 5; Parry: 5; Toughness: 9 (3)
Hindrances: Bad Eyes (When out of water.)
Edges: Sweep
Special Abilities
• Armour +3: Scales and Shell.
• Amphibious: Swimming Pace of 8", and cannot drown, but can also breathe air and survive indefinitely on land.
• Claws:Str+d6; Grab
• Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Gear: Great Club (Str+d8; AP 1)
"Gamera commands it!"
Spear Frog
Attributes: Agility d8, Smarts d6, Spirit d4, Strength d8, Vigor d8
Skills: Fighting d8, Notice d4, Stealth d10, Streetwise d4, Swimming d10
Charisma: -; Pace: 6; Parry: 7; Toughness: 7 (1)
Edges: First Strike
Gear: Spear (Str+d6; Reach 1") and Shield(+1 Parry)
Special Abilities
• Armour +1: Natural armour.
• Darkvision: No vision penalties for darkness.
• Amphibious: Swimming Pace of 10", and cannot drown, but can also breathe air and survive indefinitely on land.
"Brawp."
Skills: Fighting d8, Notice d4, Stealth d10, Streetwise d4, Swimming d10
Charisma: -; Pace: 6; Parry: 7; Toughness: 7 (1)
Edges: First Strike
Gear: Spear (Str+d6; Reach 1") and Shield(+1 Parry)
Special Abilities
• Armour +1: Natural armour.
• Darkvision: No vision penalties for darkness.
• Amphibious: Swimming Pace of 10", and cannot drown, but can also breathe air and survive indefinitely on land.
"Brawp."
Friday, 15 November 2013
Leopard
Skills: Fighting d8, Climbing d10, Notice d6, Stealth d10, Tracking d6
Charisma: -; Pace: 6; Parry: 6; Toughness: 7
Edges: Acrobatic
Special Abilities
• Bite: Str+d4; Grab.
• Claws: 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.
• 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.
"Hunckyah, Hunckyah, Hunckyah"
Trident Frog
Attributes: Agility d8, Smarts d6, Spirit d4, Strength d8, Vigor d8
Skills: Fighting d8, Notice d6, Stealth d10, Tracking d8, Swimming d10
Charisma: -; Pace: 6; Parry: 7; Toughness: 7 (1)
Edges: Extraction
Gear: Trident (Str+d6; Reach 1"; Parry +1)
Special Abilities
• Armour +1: Natural armour.
• Darkvision: No vision penalties for darkness.
• Amphibious: Swimming Pace of 10", and cannot drown, but can also breathe air and survive indefinitely on land.
"Buurp."
Skills: Fighting d8, Notice d6, Stealth d10, Tracking d8, Swimming d10
Charisma: -; Pace: 6; Parry: 7; Toughness: 7 (1)
Edges: Extraction
Gear: Trident (Str+d6; Reach 1"; Parry +1)
Special Abilities
• Armour +1: Natural armour.
• Darkvision: No vision penalties for darkness.
• Amphibious: Swimming Pace of 10", and cannot drown, but can also breathe air and survive indefinitely on land.
"Buurp."
Thursday, 14 November 2013
Rotting Corpse
Attributes: Agility d4, Smarts d4, Spirit d8, Strength d8, Vigor d8
Skills: Fighting d8, Climbing d6, Notice d4, Intimidate d8
Pace: 6; Parry: 6; Toughness: 10 (1)
Edges: Frenzy, Level Headed
Special Abilities
• Claws: Str+d4; Blood Poisoning.
• Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
• Blood Poisoning: If shaken or wounded, make a Vigor roll or suffer a Short Term Debilitating Disease.
• Very Tough: +1 Toughness.
"Bwainsh, Bwainsh!"
Skills: Fighting d8, Climbing d6, Notice d4, Intimidate d8
Pace: 6; Parry: 6; Toughness: 10 (1)
Edges: Frenzy, Level Headed
Special Abilities
• Claws: Str+d4; Blood Poisoning.
• Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
• Blood Poisoning: If shaken or wounded, make a Vigor roll or suffer a Short Term Debilitating Disease.
• Very Tough: +1 Toughness.
"Bwainsh, Bwainsh!"
Spikeshell Warrior
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d6, Intimidation d4, Swimming d10, Throwing d4
Charisma: -; Pace: 5; Parry: 6; Toughness: 9 (3)
Hindrances: Bad Eyes (When out of water.)
Special Abilities
• Armour +3: Scales and Shell.
• Amphibious: Swimming Pace of 8", and cannot drown, but can also breathe air and survive indefinitely on land.
• Claws: Str+d6; Grab
• Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Gear: Club (Str+d6), Shield (+1 Parry)
"For Gojira!"
Skills: Fighting d6, Intimidation d4, Swimming d10, Throwing d4
Charisma: -; Pace: 5; Parry: 6; Toughness: 9 (3)
Hindrances: Bad Eyes (When out of water.)
Special Abilities
• Armour +3: Scales and Shell.
• Amphibious: Swimming Pace of 8", and cannot drown, but can also breathe air and survive indefinitely on land.
• Claws: Str+d6; Grab
• Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Gear: Club (Str+d6), Shield (+1 Parry)
"For Gojira!"
Wednesday, 13 November 2013
Lightning Dragon Hatchling
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d12, Vigor d10
Skills: Fighting d8, Intimidation d10, Notice d10, Stealth d8, Survival d10
Charisma: -; Pace: 7; Parry: 6; Toughness: 9 (2)
Edges: Ambidextrous, Level Headed
Special Abilities
• Armour +2: Scaly hide.
• Bite: Str+d6.
• Claws: Str+d6.
• Flight: Flying Pace of 18" and Climb 0.
• Burrow: Can burrow and reappear within 5".
• Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d6 lightning damage.
• Immunities: Electricity, sleep and paralysis.
• Blends with the Sky: +2 to stealth while flying at altitude.
"Amber? Mommy brings me Amber."
Skills: Fighting d8, Intimidation d10, Notice d10, Stealth d8, Survival d10
Charisma: -; Pace: 7; Parry: 6; Toughness: 9 (2)
Edges: Ambidextrous, Level Headed
Special Abilities
• Armour +2: Scaly hide.
• Bite: Str+d6.
• Claws: Str+d6.
• Flight: Flying Pace of 18" and Climb 0.
• Burrow: Can burrow and reappear within 5".
• Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d6 lightning damage.
• Immunities: Electricity, sleep and paralysis.
• Blends with the Sky: +2 to stealth while flying at altitude.
"Amber? Mommy brings me Amber."
Bone Devil
Attributes: Agility d12+2, Smarts d10, Spirit d10, Strength d12+2, Vigor d12+1
Skills: Fighting d10, Intimidation d12+1, Notice d12+1, Knowledge (Planes) d12, Intimidate d12+1, Repair d6, Spellcasting d10
, Taunt d10
Charisma: +4; Pace: 7; Parry: 7; Toughness: 14 (3)
Edges: Arcane Background (Magic), Combat Reflexes, Strong Willed
Powers: Invisibility, Havok, Teleport
Special Abilities
• Armour +3: Bones animated by pure evil.
• Bite and Claws: Str+d8
• Tail Lash: Str+d6, coated in Venomous Poison[-2].
• Soul sight: No vision penalties for darkness.
• Extraplanar: Not native to the material plane, and can be targeted by Banish.
• Fear: Anyone who sees this creature must make a Fear check.
• Flight: Flying Pace of 9" and Climb 0.
• Arcane Resistance: +4 to resist opposed magic, and +4 armour against offensive magic.
• Evil: Affected by powers and abilities that work on evil creatures.
• Immunities: Fire and poison.
• Size +3: Nine feet tall; Toughness +3.
Skills: Fighting d10, Intimidation d12+1, Notice d12+1, Knowledge (Planes) d12, Intimidate d12+1, Repair d6, Spellcasting d10
, Taunt d10
Charisma: +4; Pace: 7; Parry: 7; Toughness: 14 (3)
Edges: Arcane Background (Magic), Combat Reflexes, Strong Willed
Powers: Invisibility, Havok, Teleport
Special Abilities
• Armour +3: Bones animated by pure evil.
• Bite and Claws: Str+d8
• Tail Lash: Str+d6, coated in Venomous Poison[-2].
• Soul sight: No vision penalties for darkness.
• Extraplanar: Not native to the material plane, and can be targeted by Banish.
• Fear: Anyone who sees this creature must make a Fear check.
• Flight: Flying Pace of 9" and Climb 0.
• Arcane Resistance: +4 to resist opposed magic, and +4 armour against offensive magic.
• Evil: Affected by powers and abilities that work on evil creatures.
• Immunities: Fire and poison.
• Size +3: Nine feet tall; Toughness +3.
Tuesday, 12 November 2013
Lord of the Pit
Demon Lord
Wild card
Attributes: Agility d12, Smarts d10, Spirit d12+3, Strength d12+4, Vigor d12+1
Skills: Fighting d12+1, Intimidation d12+2, Notice d8, Knowledge (Planes) d10, Intimidation d12+2, Stealth d4, Survival d10, Spellcasting d10
Charisma: +4; Pace: 7; Parry: 9; Toughness: 15 (3)
Gear: Whip of Fire(Fighting, 2d10 Damage, Reach 2), Demon Sword(Str+d8;AP 2), Minimal armour (+1)
Edges: Ambidexterous, Arcane Background (Magic), Level Headed, Two Fisted
Powers: Barrier (fire), Detect Arcana (sense magic), Dispel,, Speak Language, Teleport
Special Abilities
• Natural Armour (+3): Flesh reforged in the fires of hell.
• Darkvision: No vision penalties for darkness.
• Extraplanar: Not native to the material plane, and can be targeted by Banish.
• Flight: Flying Pace of 12" and Climb 1.
• Arcane Resistance: +4 to resist opposed magic, and +4 armour against offensive magic.
• Evil: Affected by powers and abilities that work on evil creatures.
• Immunities: Fire and poison.
• Size +4: Fourteen feet tall; Toughness +4.
• Large: -2 to attack medium-sized foes, they receive +2 to their attacks.
"Kneel before me maggots, or your corpses will be knelt!"
Wild card
Attributes: Agility d12, Smarts d10, Spirit d12+3, Strength d12+4, Vigor d12+1
Skills: Fighting d12+1, Intimidation d12+2, Notice d8, Knowledge (Planes) d10, Intimidation d12+2, Stealth d4, Survival d10, Spellcasting d10
Charisma: +4; Pace: 7; Parry: 9; Toughness: 15 (3)
Gear: Whip of Fire(Fighting, 2d10 Damage, Reach 2), Demon Sword(Str+d8;AP 2), Minimal armour (+1)
Edges: Ambidexterous, Arcane Background (Magic), Level Headed, Two Fisted
Powers: Barrier (fire), Detect Arcana (sense magic), Dispel,, Speak Language, Teleport
Special Abilities
• Natural Armour (+3): Flesh reforged in the fires of hell.
• Darkvision: No vision penalties for darkness.
• Extraplanar: Not native to the material plane, and can be targeted by Banish.
• Flight: Flying Pace of 12" and Climb 1.
• Arcane Resistance: +4 to resist opposed magic, and +4 armour against offensive magic.
• Evil: Affected by powers and abilities that work on evil creatures.
• Immunities: Fire and poison.
• Size +4: Fourteen feet tall; Toughness +4.
• Large: -2 to attack medium-sized foes, they receive +2 to their attacks.
"Kneel before me maggots, or your corpses will be knelt!"
Restless Woodsman
Attributes: Agility d8, Smarts d4, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Intimidation d6, Notice d4, Stealth d6, Survival d8, Tracking d8
Pace: 7; Parry: 4; Toughness: 7
Edges: Sweep, Woodsman
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.
Gear: Greataxe (Str+d10; Parry -1)
"The black queen does not let her favourite minions rest, even in death."
Skills: Fighting d6, Intimidation d6, Notice d4, Stealth d6, Survival d8, Tracking d8
Pace: 7; Parry: 4; Toughness: 7
Edges: Sweep, Woodsman
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.
Gear: Greataxe (Str+d10; Parry -1)
"The black queen does not let her favourite minions rest, even in death."
Monday, 11 November 2013
Ravage Bear
Attributes: Agility d12, Smarts d6(A), Spirit d8, Strength d12, Vigor d12
Skills: Climbing d10, Fighting d8, Notice d8, Stealth d6, Tracking d8
Pace: 8; Parry: 6; Toughness: 10
Hindrances: Blind
Edges: Acrobat, Berserk
Special Abilities
• Claws and Teeth: Str+d8, Grab
• Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
• Blind: Immune to visual illusions and tricks.
• Exceptional Sense of Smell: Can navigate, track and detect creatures by scent (range 12", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately. Suffers a -4 penalty against smell based tricks.
• Size +2: Toughness +2.
"Urrk-Urrrk!"
Skills: Climbing d10, Fighting d8, Notice d8, Stealth d6, Tracking d8
Pace: 8; Parry: 6; Toughness: 10
Hindrances: Blind
Edges: Acrobat, Berserk
Special Abilities
• Claws and Teeth: Str+d8, Grab
• Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
• Blind: Immune to visual illusions and tricks.
• Exceptional Sense of Smell: Can navigate, track and detect creatures by scent (range 12", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately. Suffers a -4 penalty against smell based tricks.
• Size +2: Toughness +2.
"Urrk-Urrrk!"
Grey Diplomat
Seasoned Reticulan Negotiator
Wild Card
Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d4, Intimidation d4, Investigation d8, Notice d8, Persuasion d8, Piloting d4, Psionics d10, Streetwise d6, Throwing d4
Charisma: 2; Pace: 5; Parry: 4; Toughness: 4
Hindrances: Clueless, Loyal, Minor Pacifist
Edges: Arcane Background (Psionics), Charismatic, Command, Hold the Line!, Mentalist, New Power
Powers: (10 power Points) Mind Reading, Puppet, Speak language, Stun
"We come in peace."
Wild Card
Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d4, Intimidation d4, Investigation d8, Notice d8, Persuasion d8, Piloting d4, Psionics d10, Streetwise d6, Throwing d4
Charisma: 2; Pace: 5; Parry: 4; Toughness: 4
Hindrances: Clueless, Loyal, Minor Pacifist
Edges: Arcane Background (Psionics), Charismatic, Command, Hold the Line!, Mentalist, New Power
Powers: (10 power Points) Mind Reading, Puppet, Speak language, Stun
"We come in peace."
Sunday, 10 November 2013
Grey Engineer
Seasoned Reticulan Artificer
Wild Card
Attributes: Agility d6, Smarts d8, Spirit d6, Strength d6, Vigor d6
Skills: Climbing d6, Fighting d6, Investigation d4, Notice d8, Persuasion d4, Piloting d6, Psionics d6, Repair d8, Shooting d6, Stealth d4, Streetwise d4, Throwing d6
Charisma: 0; Pace: 5; Parry: 5; Toughness: 5
Hindrances: Big Mouth, Curious, Loyal
Edges: Arcane Background (Psionics), Brawny, Dodge, McGyver, New Power
Powers: (10 Power Points) Mind Reading, Speak language, Stun, Telekinesis
Gear: Neural Disruptor (Range 15/30/60, 2d8, RoF 2, Shots 10, AP4, Semi-Auto, Does Fatigue instead of Wounds, Unconsciousness for 1d6 hours on Incapacitation, User may take an action and spend 1 Power Point to reload shots equal to a Psionics roll.), Toolkit, Improvised Melee Weapon (Str+d6)
"The Drive Crystals cannot take the strain for long."
Wild Card
Attributes: Agility d6, Smarts d8, Spirit d6, Strength d6, Vigor d6
Skills: Climbing d6, Fighting d6, Investigation d4, Notice d8, Persuasion d4, Piloting d6, Psionics d6, Repair d8, Shooting d6, Stealth d4, Streetwise d4, Throwing d6
Charisma: 0; Pace: 5; Parry: 5; Toughness: 5
Hindrances: Big Mouth, Curious, Loyal
Edges: Arcane Background (Psionics), Brawny, Dodge, McGyver, New Power
Powers: (10 Power Points) Mind Reading, Speak language, Stun, Telekinesis
Gear: Neural Disruptor (Range 15/30/60, 2d8, RoF 2, Shots 10, AP4, Semi-Auto, Does Fatigue instead of Wounds, Unconsciousness for 1d6 hours on Incapacitation, User may take an action and spend 1 Power Point to reload shots equal to a Psionics roll.), Toolkit, Improvised Melee Weapon (Str+d6)
"The Drive Crystals cannot take the strain for long."
Chiral
Centaur Captain
Wild Card
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d10, Vigor d10
Skills: Fighting d8, Intimidation d8, Notice d8, Knowledge(Battle) d8,Knowledge(Poetry) d6, Perform d8, Persuasion d8, Survival d6, Throwing d6
Charisma: -; Pace: 8; Parry: 6; Toughness: 11 (2)
Hindrances: Curious, Loyal, Stubborn Edges: Arcane Background (Miracles), Command, Command Presence, Level Headed, Sweep, Tactician, Troubadour
Powers: (10 Power Points) Healing, Slumber
Special Abilities
• Hooves: Str+d4.
• Gallop: Base Pace 8, Roll d8 when running instead of d6.
• Size +2: Bigger than a horse; Toughness +2.
• Awkward Size: -1 Parry
Gear: Partial Plate armour (+2), Great spear (Str+d6, Parry +1, Reach 2, AP2 when charging)
"Remember this if nothing else: You should strive to keep your surface area to volume ratio reasonably constant. Little else is as important."
Wild Card
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d10, Vigor d10
Skills: Fighting d8, Intimidation d8, Notice d8, Knowledge(Battle) d8,Knowledge(Poetry) d6, Perform d8, Persuasion d8, Survival d6, Throwing d6
Charisma: -; Pace: 8; Parry: 6; Toughness: 11 (2)
Hindrances: Curious, Loyal, Stubborn Edges: Arcane Background (Miracles), Command, Command Presence, Level Headed, Sweep, Tactician, Troubadour
Powers: (10 Power Points) Healing, Slumber
Special Abilities
• Hooves: Str+d4.
• Gallop: Base Pace 8, Roll d8 when running instead of d6.
• Size +2: Bigger than a horse; Toughness +2.
• Awkward Size: -1 Parry
Gear: Partial Plate armour (+2), Great spear (Str+d6, Parry +1, Reach 2, AP2 when charging)
"Remember this if nothing else: You should strive to keep your surface area to volume ratio reasonably constant. Little else is as important."
Saturday, 9 November 2013
Grey Warrior
Seasoned Reticulan Agent
Wild Card
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d8, Healing d6, Intimidation d4, Notice d6, Piloting d4, Psionics d6, Shooting d8, Stealth d8, Survival d4, Swimming d6, Throwing d6, Tracking d4
Charisma: 0; Pace: 5; Parry: 6; Toughness: 5
Hindrances: Code of Honor, Loyal, Stubborn
Edges: Arcane Background (Psionics), Brawny, Dodge, Marksman
Powers: (10 Power Points) Mind Reading, Speak language, Stun
Gear: Neural Disruptor (Range 15/30/60, 2d8, RoF 2, Shots 10, AP4, Semi-Auto, Does Fatigue instead of Wounds, Unconsciousness for 1d6 hours on Incapacitation, User may take an action and spend 1 Power Point to reload shots equal to a Psionics roll.), Cybernetic Targeting Implant (+2 to Shooting at Medium and Long Range.)
"I distrust a civilisation with such a causal deployment of kinetic projectors."
Wild Card
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d8, Healing d6, Intimidation d4, Notice d6, Piloting d4, Psionics d6, Shooting d8, Stealth d8, Survival d4, Swimming d6, Throwing d6, Tracking d4
Charisma: 0; Pace: 5; Parry: 6; Toughness: 5
Hindrances: Code of Honor, Loyal, Stubborn
Edges: Arcane Background (Psionics), Brawny, Dodge, Marksman
Powers: (10 Power Points) Mind Reading, Speak language, Stun
Gear: Neural Disruptor (Range 15/30/60, 2d8, RoF 2, Shots 10, AP4, Semi-Auto, Does Fatigue instead of Wounds, Unconsciousness for 1d6 hours on Incapacitation, User may take an action and spend 1 Power Point to reload shots equal to a Psionics roll.), Cybernetic Targeting Implant (+2 to Shooting at Medium and Long Range.)
"I distrust a civilisation with such a causal deployment of kinetic projectors."
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