Tuesday, 31 December 2013

Kulathi Pistoleer

Attributes: Agility d8, Smarts d8, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d6, Gambling d6, Healing d6, Intimidation d6, Notice d8, Persuasion d6, Psionics d8, Streetwise d6, Shooting d8
Charisma: -4, Pace: 6; Parry: 7; Toughness: 7(1) 

Hindrances: Major Habit(Eating the Brains of Sentients), Wanted (Cerebophage)
Edges: Ambidexterous, Arcane Background(Psionics), Dodge, Rock and Roll, Two Fisted
Powers: (20 Power Points) Burst(Telepathic Noise, Causes Fatigue rather than Wounds), Disguise(Editing peoples perceptions), Drain Power Points(Eating peoples minds), Fear

Gear: Light Pulsers (Range 12/24/48 Damage 2d6, RoF 4, AP 4, Auto)

Special Abilities:
• Tentacles: Str+d4, AP2 on a raise, Never counts as unarmed.
• Telepathic: Kulathi can communicate with any sentient being. They cannot read minds,but can understand mental thoughts intended as response to the mind-flayer. The Kulathi must be able to see their intended partner in conversation, and be the first to initiate mental rapport for telepathy to work.
• Aquatic: Kulathi cannot drown, move at their full pace underwater, and begin with a d6 Swimming.
• Dehydration : Kulathi must immerse themselves in water 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. 

"Kree?" 

Kulathi Leader

Wild Card
Attributes: Agility d6, Smarts d10, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d6, Knowledge (Battle) d6, Healing d6, Intimidation d6, Notice d8, Persuasion d6, Psionics d8, Streetwise d6, Shooting d6
Charisma: -4, Pace: 6; Parry: 7; Toughness: 7(1) 

Hindrances: Major Habit(Eating the Brains of Sentients), Wanted (Cerebophage)
Edges: Ambidexterous, Arcane Background(Psionics), Command, Dodge, Mentalist, Two Fisted
Powers: (20 Power Points) Burst(Telepathic Noise, Causes Fatigue rather than Wounds), Disguise(Editing peoples perceptions), Drain Power Points(Eating peoples minds), Fear

Gear: Light Pulsers (Range 12/24/48 Damage 2d6, RoF 4, AP 4, Auto)

Special Abilities:
• Tentacles: Str+d4, AP2 on a raise, Never counts as unarmed.
• Telepathic: Kulathi can communicate with any sentient being. They cannot read minds,but can understand mental thoughts intended as response to the mind-flayer. The Kulathi must be able to see their intended partner in conversation, and be the first to initiate mental rapport for telepathy to work.
• Aquatic: Kulathi cannot drown, move at their full pace underwater, and begin with a d6 Swimming.
• Dehydration : Kulathi must immerse themselves in water 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. 

"Kree!" 

Monday, 30 December 2013

Kulathi Infantry

Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d6, Gambling d6, Healing d6, Intimidation d6, Notice d8, Persuasion d6, Psionics d8, Streetwise d6, Shooting d6
Charisma: -4, Pace: 6; Parry: 7; Toughness: 7(1) 

Hindrances: Major Habit(Eating the Brains of Sentients), Wanted (Cerebophage)
Edges: Arcane Background(Psionics), Dodge, Two Fisted
Powers: (10 Power Points) Burst(Telepathic Noise, Causes Fatigue rather than Wounds), Disguise(Editing peoples perceptions), Drain Power Points(Eating peoples minds), Fear

Gear: Pulser (Range 12/24/48 Damage 2d8, RoF 4, AP 4, Auto)

Special Abilities:
• Tentacles: Str+d4, AP2 on a raise, Never counts as unarmed.
• Telepathic: Kulathi can communicate with any sentient being. They cannot read minds,but can understand mental thoughts intended as response to the mind-flayer. The Kulathi must be able to see their intended partner in conversation, and be the first to initiate mental rapport for telepathy to work.
• Aquatic: Kulathi cannot drown, move at their full pace underwater, and begin with a d6 Swimming.
• Dehydration : Kulathi must immerse themselves in water 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. 

"Kree."

Kulathi Support Gunner

Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d6, Gambling d6, Healing d6, Intimidation d6, Notice d8, Persuasion d6, Psionics d8, Streetwise d6, Shooting d6
Charisma: -4, Pace: 6; Parry: 7; Toughness: 7(1) 

Hindrances: Major Habit(Eating the Brains of Sentients), Wanted (Cerebophage)
Edges: Arcane Background(Psionics), Dodge, Rock and Roll, Two Fisted
Powers: (10 Power Points) Burst(Telepathic Noise, Causes Fatigue rather than Wounds), Disguise(Editing peoples perceptions), Drain Power Points(Eating peoples minds), Fear

Gear: Heavy Pulser (Range 30/60/90 Damage 2d8+1, RoF 4, AP 6, Auto, Snapfire, Heavy Weapon)

Special Abilities:
• Tentacles: Str+d4, AP2 on a raise, Never counts as unarmed.
• Telepathic: Kulathi can communicate with any sentient being. They cannot read minds,but can understand mental thoughts intended as response to the mind-flayer. The Kulathi must be able to see their intended partner in conversation, and be the first to initiate mental rapport for telepathy to work.
• Aquatic: Kulathi cannot drown, move at their full pace underwater, and begin with a d6 Swimming.
• Dehydration : Kulathi must immerse themselves in water 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. 

"KREE."

Sunday, 29 December 2013

Kalian Snake demon

Attributes: Agility d12+1, Smarts d12, Spirit d12, Strength d12+3, Vigor d12+4  
Skills: Fighting d12+1, Intimidation d12+3, Notice d12, Knowledge (Engineering) d8, Knowledge (Battle) d6, Persuasion d12+3, Stealth d12, Survival d6, Spellcasting d12 
Charisma: +4; Pace: 7; Parry: 8; Toughness: 18 (4)
 
Edges: Arcane Background (Magic), Arcane Resistance, Command, Femme Fatale, Florentine
Spells: (15 Power Points) Barrier (Wall of Blades), Detect/Conceal Arcana, Smite, Summon Ally (Heroic level), Telekinesis, Teleport
 
Special Abilities:  
• Armour +4: Natural armour.  
• Darkvision: No vision penalties for darkness.  
• Extraplanar: Not native to the normal world, and can be targeted by Banish.   
• Constrict: Pin opponent on a raise, inflict Str+d6 per round after that.  
• Size +4: Increases Toughness by +4.
• Large: -2 to attack medium-sized foes, they receive +2 to their attacks.  
• Six-Fisted Ambidexterity: Can make an attack with each arm without suffering multiple action or off hand penalties.
 
Gear: Fell blades (Str+d8)
 
"We will fix them, my lord."


Femme Fatale can be found page 15 in the Pulp GM's toolkit.

Angel of Shadow


Attributes: Agility d10, Smarts d10, Spirit d10, Strength d10, Vigor d10
Skills: Faith d10, Fighting d10, Intimidation d8, Notice d12, Persuasion d10, Shooting d8, Stealth d10, Taunt d8

Charisma: +2; Pace: 7; Parry: 7; Toughness: 10(2)
 

Edges: Assassin, Arcane Background (Miracles), Improved Extraction, First Strike, Level Headed, Power Surge
Powers: (15 Power Points) Armor, Banish, Barrier,  Dispel, Fear, Healing, Smite, Teleport(Step into one shadow and out of another)


Special Abilities
Armour +2: Aura of invincibility.
Sword of Shadows: Str+d8. Causes Fatigue equal to the number of wounds it does.
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.
Very Tough: +1 Toughness.


"The shadows know the hearts of men."

Thursday, 19 December 2013

Bathalian Centurion

Warrior Form
Wild Card
Attributes: Agility d6, Smarts d8, Spirit d12, Strength d8, Vigor d10
Skills: Fighting d10, Intimidation d10, Notice d10, Persuasion d6, Psionics d8, Streetwise d6, Throwing d6
Charisma: -4, Pace: 6; Parry: 9; Toughness: 11(2)
Hindrances: Major Habit(Eating the Brains of Sentients), Wanted (Cerebophage)
Edges: Arcane Background(Psionics), Dodge, Jack of all Trades, Mentalist
Powers: (40 Power Points) Burst(Telepathic Noise, Causes Fatigue rather than Wounds), Disguise(Editing peoples perceptions), Drain Power Points(Eating peoples minds), Fear, Puppet

Special Abilities:
• Armour +2: Armoured Scales.
• Tentacles: Str+d8+2, Bonus Die on a raise is a d8, AP3, Never counts as unarmed.
• Telepathic: Bathalians can communicate with any sentient being. They cannot read minds,but can understand mental thoughts intended as response to the mind-flayer. The Bathalian must be able to see their intended partner in conversation, and be the first to initiate mental rapport for telepathy to work.
• Aquatic: Bathalians cannot drown, move at their full pace underwater, and begin with a d6 Swimming.
• Dehydration : Bathalians must immerse themselves in water 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.
• Hated and Feared : Bathalian cerebophagy will not soon be forgotten, and hatred of the cattle runs deep. Guilty by diet, it is difficult for Bathalians to overcome such prejudice. -4 Charisma.
 • Size +2: Increases Toughness by +2.  

"Your fear is the best spice."

Wednesday, 18 December 2013

Bathalian Primarch

Sinister Mind Master
Wild Card
Attributes: Agility d6, Smarts d8, Spirit d12, Strength d8, Vigor d8
Skills: Fighting d6, Healing d6, Intimidation d10, Notice d10, Persuasion d6, Psionics d12, Streetwise d6, Throwing d6
Charisma: -4, Pace: 6; Parry: 7; Toughness: 10(2)
Hindrances: Major Habit(Eating the Brains of Sentients), Wanted (Cerebophage)
Edges: Arcane Background(Psionics), Command, Jack of all Trades, Mentalist
Powers: (40 Power Points) Burst(Telepathic Noise, Causes Fatigue rather than Wounds), Disguise(Editing peoples perceptions), Drain Power Points(Eating peoples minds), Fear, Puppet

Special Abilities:
• Armour +2: Armoured Scales.
• Tentacles: Str+d6+2, Bonus Die on a raise is a d8, AP3 on a raise, Never counts as unarmed.
• Telepathic: Bathalians can communicate with any sentient being. They cannot read minds,but can understand mental thoughts intended as response to the mind-flayer. The Bathalian must be able to see their intended partner in conversation, and be the first to initiate mental rapport for telepathy to work.
• Aquatic: Bathalians cannot drown, move at their full pace underwater, and begin with a d6 Swimming.
• Dehydration : Bathalians must immerse themselves in water 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.
• Hated and Feared : Bathalian cerebophagy will not soon be forgotten, and hatred of the cattle runs deep. Guilty by diet, it is difficult for Bathalians to overcome such prejudice. -4 Charisma.
 • Size +2: Increases Toughness by +2.  

"Seize them."

Monday, 16 December 2013

Ratling Ogre

Attributes: Agility d6, Smarts d6, Spirit d6, Strength d12+3, Vigor d12
Skills: Fighting d8, Climbing d10, Notice d6, Stealth d12+1, Throwing d6  
Charisma: -; Pace: 7; Parry: 6; Toughness: 12

Edges: Berserk, Brawny, Dodge
 
Special Abilities:
• Claws and Fangs: Str+d6; Disease

• Keen Sense of Smell: +2 to Notice checks involving smells.
• Low Light Vision: No penalties for dim or dark lighting.
• Wall Walker: Can scurry on rough surfaces at his full pace.

• Disease: If shaken or wounded the enemy must make a Vigor roll or contract a Long-Term Chronic, Minor Debilitating Disease.
• Size +3: Increases Toughness by +3.  
• Large: -2 to attack medium-sized foes, they receive +2 to their attacks.
• Racial Enemy: Rakashans. 

"Rend-Rend"

Sunday, 15 December 2013

Skeleton Sergeant

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d8, Intimidation d6, Notice d6, Shooting d6
Pace: 7; Parry: 5; Toughness: 7

Edges: Command, Hold the Line

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: Axe (Str+d8, two handed), Shreds of Armour (+1).

"After you die, there is plenty of time for drill."

Saturday, 14 December 2013

Sea Dragon Hatchling

Attributes: Agility d8, Smarts d8, Spirit d8, Strength d12, Vigor d10
Skills: Fighting d8, Notice d8, Knowledge (Nature) d10, Stealth d6, Survival d10, Swimming d12+2
Charisma: -; Pace: 7; Parry: 6; Toughness: 9 (2)
 

Edges: Alertness, Sweep, Strong Willed

Special Abilities
Armour +2: Scaly hide.
Bite and Claws: Str+d6.
Blends with the Sea: +2 to stealth rolls when hiding under water.
Flight: Flying Pace of 18" and Climb 0.
Amphibious: Swimming Pace of 14", and cannot drown, but can also breathe air and survive indefinitely on land.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d6 acid damage.

Immunities: Acid, sleep and paralysis.

"You don't look like most other molluscs?" 

Friday, 13 December 2013

Trollslayer Sophie

Succubus Adventurer  
Wildcard 
Attributes: Agility d12, Smarts d12, Spirit d8, Strength d8, Vigor d12+1  
Skills: Fighting d10, Intimidation d12, Knowledge (Battle) d10, Notice d12+2, Persuasion d12+1, Shooting d6, Stealth d12, Spellcasting d10  
Charisma: +4; Pace: 6; Parry: 6; Toughness: 11 (3)
 

Edges: Arcane Background (Magic), Command, Connections, Dodge, Élan, Giant Killer, Leader of Men, Tactician, Quick, Strong Willed 
Spells: (10 Power Points) Mind Reading, Puppet, Teleport
 

Special Abilities: 
• Armour +2: Natural armour.  
• Cutest Little Horns: Str+d4. 
• Darkvision: No vision penalties for darkness. 
• Extraplanar: Not native to the material plane, and can be targeted by Banish.  
• Flight: Flying Pace of 8".

Gear: Greatsword (Str+d10, Parry -1), Skimpy Armour(+1).

"So, do you want to tell me about your monster problem?"

Thursday, 12 December 2013

Demon Lord of Minotaurs

Wild Card
Attributes: Agility d12, Smarts d10, Spirit d12+2, Strength d12+4, Vigor d12+4
Skills: Fighting d12+2, Intimidation d12+2, Notice d10, Knowledge (Battle) d8, Persuasion d8,
Stealth d4, Survival d10, Shooting d8, Spellcasting d10 

Charisma: +4; Pace: 7; Parry: 9; Toughness: 16 (2)

Edges: Arcane Background (Magic), Berserk, Charisma, Command, Improved Extraction, Sweep

Powers: Barrier (stone), Elemental Manipulation (Fire), Obscure (Smoke cloud), Teleport.


Special Abilities Horns: Str+d6. 

Death Throes: Immediately after being incapacitated, this creature makes an attack against all adjacent targets (as if using Improved Sweep).
Evil: Affected by powers and abilities that work on evil creatures.
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Gore: +4 damage when first moving adjacent to foe.
Hardy: A second Shaken result doesn't become a wound.

Maze Sense: Can make a Smarts roll at +2 to solve any maze.
Perverse Attraction: The lord may use Persuasion as a Test of Will against members of the opposite sex, pitting his oiled muscles against the foe’s Smarts. He may add Charisma bonuses to his roll.
Immunities: Fire/Heat.• Size +4: Fourteen feet tall; Toughness +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks. 

 
Gear: Partial Platemail (+2), greataxe (Str+d10)

" I have many talents..."

Wednesday, 11 December 2013

Ratling Wizard

Seasoned Spellflinger 
Wild Card
Attributes: Agility d6, Smarts d10, Spirit d6, Strength d6, Vigor d6
Skills: Climbing d4, Fighting d6, Healing d6, Knowledge (Arcana) d10, Notice d6, Spellcasting d8, Stealth d4, Streetwise d6, Taunt d6 
Charisma: -2; Pace: 6; Parry: 5; Toughness: 5 (1) 

Hindrances: Anemic, Curious, Minor Habit (Eating pitchblende and other radioactive substances.)
Edges: Arcane Background (Magic), Dodge, Soul Drain
Powers: (10 Power Points) Armor, Blast (Explosions of purple and green flame), Teleport

Special Abilities
• Skitters:
Ratlings all have Dodge.
• Keen Sense of Smell: +2 to Notice checks involving smells.
• Low Light Vision: No penalties for dim or dark lighting.
• Wall Walker: Can scurry on rough surfaces at their full pace.
• Small: -1 size.
• Racial Enemy: Rakashans.  


Gear: Robes (+1), Dagger (Str+d4)

"Zap-Zap."

Tuesday, 10 December 2013

Ratling Assassin

Seasoned Nightstalker 
Wild Card
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6 
Skills: Climbing d6, Fighting d8, Lockpicking d4, Notice d6, Repair d6, Stealth d8, Streetwise d6, Taunt d6
Charisma: -2; Pace: 8; Parry: 6; Toughness: 5 (1)

Hindrances: Minor Greedy, Mean, Overconfident
Edges: Acrobat, Assassin, Dodge, Fleet-Footed, No Mercy

Special Abilities
• Skitters:
Ratlings all have Dodge.
• Keen Sense of Smell: +2 to Notice checks involving smells.
• Low Light Vision: No penalties for dim or dark lighting.
• Wall Walker: Can scurry on rough surfaces at their full pace.
• Small: -1 size.
• Racial Enemy: Rakashans. 


Gear: Leather (+1), Two Short Swords (Str+d6)

"Kill-Kill, Loot-Loot."

Monday, 9 December 2013

Stone Giant

Attributes: Agility d10, Smarts d6, Spirit d8, Strength d12+3, Vigor d12+1
Skills: Fighting d10, Intimidation d10, Climbing d10, Notice d10, Psionics d8, Stealth d4, Throwing d10
Charisma: -; Pace: 7; Parry: 7; Toughness: 15 (3)


Edges: Arcane Background (Psionics), Marksman, Quick Draw, Strong Willed
Powers: (10 Power points) Fear, Mind Reading, Speak language, Stun

Special Abilities
Armour +3: calciferous skin.
Size +4: Twelve feet tall; Toughness +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.


Gear: Greatclub (Str+d8), rock (Throwing; range 3/6/12; Str+d6)
 

"Once we were small and bestrode the stars, Now we a large and bestride the Earth."

Ratling Adventurer

Seasoned Scavenger

Wild Card
Attributes: Agility d6, Smarts d8, Spirit d6, Strength d6, Vigor d6 
Skills: Climbing d4, Fighting d6, Notice d6, Stealth d6, Survival d8, Taunt d6, Tracking d8 
Charisma: -2; Pace: 6; Parry: 5; Toughness: 5 (1)

Hindrances: Mean, Overconfident, Stubborn
Edges: Ambidextrous, Dodge, Luck, Scavenger, Two-Fisted, Woodsman

Special Abilities 
• Skitters: Ratlings all have Dodge.
• Keen Sense of Smell:
+2 to Notice checks involving smells.
• Low Light Vision:
No penalties for dim or dark lighting.
• Wall Walker:
Can scurry on rough surfaces at their full pace.
• Small: -1 size.
• Racial Enemy: Rakashans. 


Gear: Leather (+1), Two Short Swords (Str+d6)

"Loot-Loot."

Sunday, 8 December 2013

Shadow Demon

Attributes: Agility d8, Smarts d4, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d10, Intimidation d8, Notice d10, Stealth d12
Pace: 6; Parry: 7; Toughness: 8 (2)


Special AbilitiesArmor +2: Barely tangible.
Claws as black as night: Str+d6, Does damage to Fatigue rather than wounds due to soulchilling cold.
Brawny: Shadow Demons can carry 10x their Strength without being encumbered.
Flight: Shadow Demons have a Flying Pace of 12” and Climb 0.

• Grapple: Shadow Demons attempt to overcome their foes and carry them away. They gain a +2 on their Grapple attack due to their amorphous physiology and size.
Shadowy Caresses: A Shadow Demons can caress any opponent he has grabbed once per round with semitangible shadows. With a successful attack, the victim must make a Vigor roll or begin wimpering with fear so hard, he is Shaken. He cannot attempt to recover from being thus Shaken while still grabbed.
• Vision of Darkness: Shadow demons ignore all darkness penalties.

• Size (+1): Shadow Demons are bigger than the average man.
• Terror: Shadow Demons cause Terror checks if seen clearly.
Extraplanar: Not native to the material plane, and can be targeted by Banish.

"Pretty toy. Yess."

Ratling Berserk

Seasoned Killer
Wild Card
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6 
Skills: Climbing d6, Fighting d8, Notice d6, Stealth d8, Streetwise d6, Taunt d6, Tracking d4 
Charisma: -2; Pace: 6; Parry: 7; Toughness: 6 (1) 

Hindrances: Mean, Overconfident, Vengeful (Minor)
Edges: Ambidextrous, Berserk, Block, Brawny, Dodge, Two-Fisted 

Special Abilities
• Skitters:
Ratlings all have Dodge.
• Keen Sense of Smell: +2 to Notice checks involving smells.
• Low Light Vision: No penalties for dim or dark lighting.
• Wall Walker: Can scurry on rough surfaces at their full pace.
• Small: -1 size.
• Racial Enemy: Rakashans. 



Gear: Pick axe (Str+d6), Leather (+1), Short Sword (Str+d6)

"Kill-Kill."

Wednesday, 4 December 2013

Ratling

There are a number of explanations for the existence of Ratlings. Currently most Sages suspect they came into being due to improper disposal of mutagenic substances in a Rakashan alchemists lab.

Special Abilities
• Skitters:
Ratlings all have Dodge.
• Keen Sense of Smell: +2 to Notice checks involving smells.
• Low Light Vision: No penalties for dim or dark lighting.
• Wall Walker: Can scurry on rough surfaces at their full pace.
• Small: -1 size.
• Racial Enemy: Rakashans.

Kallaguk, King of the Trolls

Wild Card
Attributes: Agility d12, Smarts d6, Spirit d6, Strength d12+1, Vigor d12
Skills: Fighting d8, Intimidate d10, Notice d6, Stealth d4, Streetwise d6, Swimming d10, Throwing d6
Charisma: -; Pace: 7; Parry: 6; Toughness: 11 (1)
 

Edges: Command, Frenzy, Strong Willed
 

Special Abilities
Armour +1: Scaled skin.
Claws: Str+d6; 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.

Fast Regeneration: May make a Vigor roll every round to heal damage.
Hardy: A second Shaken result doesn't become a wound.

Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 7".
Weakness: Fire (double damage).
Size +2: Twelve feet tall; Toughness +2.

Gear: Giant Club (Str+d8; AP1) 

Tuesday, 3 December 2013

Boneflail

Gnoll Cleric
Wild Card
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d10, Vigor d8 Skills: Faith d8, Fighting d6, Notice d8, Persuasion d10, Stealth d6, Survival d6, Throwing d8, Tracking d6 Charisma: -; Pace: 6; Parry: 7; Toughness: 10 (3)
Edges: Arcane Background(Miracle), Power Surge, Scavenger.
Powers: (10 Power Points) Havoc, Quickness, Healing

Special Abilities:
• Armour +1:
Fur.
• Fast Runner: d8 running dice rather than d6. • Low Light Vision: No penalties for dim or dark lighting. • Size +1: Increases Toughness by +1.

Gear: Chainmail(+2), Flail (Str+d6, Ignores Shield/Weapon, Parry and cover bonuses.), Large Shield (+2 Parry, +2 Armor to ranged shots that hit in arc)


"Personally I find most Humans seem to be unfortunately divorced from the three hypostases."

Minotaur Champion

Attributes: Agility d6, Smarts d6, Spirit d10, Strength d12, Vigor d12
Skills: Fighting d10, Intimidation d8, Notice d10, Stealth d6, Survival d12, Shooting d8
Charisma: -; Pace: 5; Parry: 7; Toughness: 12 (2)

Edges: Ambidextrous, Berserk, Florentine, Two Fisted.

Special Abilities
Horns: Str+d6.

Maze Sense: Can make a Smarts roll at +2 to solve any maze.
Gore: +4 damage when first moving adjacent to foe.
Hardy: A second Shaken result doesn't become a wound.
Size +2: Increases Toughness by +2.


Gear: Partial plate (+2), Large Axe (Str+d8), Oversized Punch Dagger (Str+d6)

"Time to die, meateater."

Monday, 2 December 2013

Bloodmane

Gnoll Champion
Wild Card
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d10, Vigor d8 Skills: Fighting d8, Knowledge(Battle) d6, Notice d8, Persuasion d6, Stealth d6, Survival d6, Throwing d8, Tracking d6 Charisma: +2; Pace: 6; Parry: 7; Toughness: 10 (3)
Edges: Command, Charismatic, Dodge, Elan, Improved First Strike, Scavenger, Tactician.

Gear: Scalemail (+2), Large Shield (+2 Parry, +2 Armor to ranged shots that hit in arc), Battle Ax (Str+d8)

Special Abilities:
• Armour +1:
Fur.
 
• Fast Runner: d8 running dice rather than d6. 
• Low Light Vision: No penalties for dim or dark lighting.
• Size +1: Increases Toughness by +1.

"Funny you should,mention it, I do happen to have a key that looks to fit."

Minotaur

Attributes: Agility d6, Smarts d6, Spirit d6, Strength d12, Vigor d10
Skills:
Fighting d8, Intimidation d6, Notice d10, Stealth d4, Survival d10 

Pace: 6; Parry: 5; Toughness: 9

Edges: Berserk

Special Abilities
Horns:
Str+d6.
Maze Sense:
Can make a Smarts roll at +2 to solve any maze.
Gore:
+4 damage when first moving adjacent to foe.
Hardy:
A second Shaken result doesn't become a wound.
Size +2:
Eight foot tall. Increases Toughness by +2.
 

Gear: Greataxe (Str+d10; Parry -1)

"Rarrgh."

Sunday, 1 December 2013

Filth Beast

Attributes: Agility d6, Smarts d4, Spirit d8, Strength d12, Vigor d8
Skills: Fighting d6, Notice d8, Stealth d4, Tracking d8
Pace: 5; Parry: 5; Toughness: 11 (2)


Special Abilities
Armour +2: Armoured plates.
Bite: Str+d6; Disease.
Tentacles: Str+d6; Reach 1"; Constrict.

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.
Constrict: Pin opponent on a raise, inflict Str+d6 per round after that, they require a raise on an opposed Strength roll to escape.
Immunity: Disease.
Disease: Make a Vigor roll or become afflicted.
Size +2: Increases Toughness by +2.


"Scloop."

Kraken

Wild Card
Attributes: Agility d6, Smarts d12(A), Spirit d12, Strength d12+4, Vigor d12+4
Skills: Fighting d12, Intimidation d12+3, Notice d10, Stealth d8, Swimming d12+8
Pace: 4; Parry: 8; Toughness: 22 (2) 

Edges: Frenzy, Improved Sweep
 

Special Abilities
Armour +2: Armoured Scales.
Tentacles: Str+d8; Reach 1"; Constrict.
Sonar: No vision penalties for darkness or lighting conditions underwater.
Constrict: Pin opponent on a raise, inflict Str+d6 per round after that, they require a raise on an opposed Strength roll to escape.
Aquatic: Swimming Pace of 20", and cannot drown.
Size +10: One hundred feet long; Toughness +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.


"Tharr be monsters in tharr vasty deep, that tharr bards do only whisper of."