Saturday, 30 November 2013

Skeleton Myrmidon

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"

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?"

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."

Angel of Protection



Attributes: Agility d10, Smarts d10, Spirit d10, Strength d10, Vigor d10
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"

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."

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.


"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.

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?"

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."

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."

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."

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"

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."

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."

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"

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."

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."

Jersey Barrier

Toughness: 24 (10)

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.

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."

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?"

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."

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?"

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."

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?"

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."

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!"

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."

Friday, 15 November 2013

Leopard



Attributes: Agility d12, Smarts d6 (A), Spirit d8, Strength d10, Vigor d10
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."

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!"

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!"

Stalagmites

Toughness: 10

"There's no chance those are a monster in disguise."

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." 

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.

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!"

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."

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!"

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."

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."

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." 

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."