Tuesday, 11 June 2013

Halbarand

Seasoned Cleric
Wild Card
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d8, Vigor d8
Skills: Fighting d10, Faith d8, Intimidation d8, Knowledge (Battle) d6, Notice d6
Charisma: 0; Pace: 6; Parry: 8; Toughness: 8(2)

Hindrances: Heroic, Loyal, Vow (Minor)
Edges: Arcane Background (Miracles), Holy Warrior, New Power

Spells: (10 Power Points) Armor, Healing, and Smite.

Gear: Chain mail (+2), Warhammer (Str+d6, AP1), Medium Shield (+1 Parry, +2 Armor to ranged shots that hit), Holy symbol

"We stand between the Shadow and the light, so others might sleep in peace."

Aina

Seasoned Valkyrie
Wild Card
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d8, Vigor d8
Skills: Fighting d8, Intimidation d6, Notice d6, Riding d6, Shooting d6, Stealth d6, Survival d6
Charisma: 0; Pace: 6; Parry: 7; Toughness: 8(2)

Hindrances: Bloodthirsty, Loyal, Stubborn.
Edges: Elan, Lucky, No Mercy

Gear: Chain Armour(+2), Long sword (Str+d8), Dagger (Str+d4, Range 3/6/12), Medium Shield (+1 Parry, +2 Armor to ranged shots that hit)

"This is a Dwarf Fortress, there must be beer somewhere. The dwarves can't have drunk it all, they're all dead."

Timit-Lal

Legendary High Wizard
Wild Card
Attributes: Agility d6, Smarts d12, Spirit d10, Strength d6, Vigor d8
Skills: Fighting d4, Gambling d4, Intimidation d10, Investigation d6, Notice d8, Riding d4, Shooting d4, Spellcasting d12+1, Stealth d6, Knowledge(Arcana) d12
Charisma: 0; Pace: 6; Parry: 5; Toughness: 7(1)

Hindrances: Enemy (Minor), Hard of Hearing (Minor), Overconfident
Edges: Arcane Background (Magic), New Powerx3, Power Points, Power Surge, Professional (Spellcasting), Rapid Recharge, Wizard.
Spells:(15 Power Points) Armor(Glowing circles of light, orbiting the target), Burst (Gout of Flame), Detect/Conceal Arcana, Dispel, Puppet, Teleport.

Gear: Ornate Robes (+1), Staff (Str+d4, Parry +1, Reach 1, 2 hands)

"The wizards first rule? Superior fire power liberally applied means that you can wear what you like."

Drago Voss

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

Hindrances: Illiterate, Vengeful(Minor), Wanted(Major).
Edges: Assassin, Connections, Dodge, Florentine, Extraction, Fleet-Footed

Gear: Longsword(Str+d8), Dagger(Str+d4 Range 3/6/12), Leather Armour(+1)

"Writing, writing is a tool of the Watch and I'll have no truck with it."

Zalash

Seasoned Dark Elf Assassin
Wild Card
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Climbing d6, Fighting d8, Lockpicking d6, Notice d6, Stealth d8, Streetwise d6, Taunt d8
Charisma: -2; Pace: 6; Parry: 7; Toughness: 5

Hindrances: All Thumbs, Arrogant, Habit(Minor addicition to Blue Lotus Tea), Outsider
Edges: Acrobat, Assassin, Florentine, Thief, Two Fisted

Special Abilities:
• Agile: Elves are graceful and agile. They start with a d6 in Agility instead of a d4.
• All Thumbs: Elves have an inbred dislike of mechanical objects, and thus have the All Thumbs Hindrance. They shun most mechanical items and designs.
• Low Light Vision: Elven eyes amplify light like a cat’s, allowing them to see in the dark. Elves ignores attack penalties for Dim and Dark lighting.

Gear: 2 House of the Fallen Star Ginsu Blades (Str+d6, AP1)

 "It is by will alone I set my blades in motion. It is by the Tea of the Lotus that knives acquire speed, the lips acquire stains, the stains become a boast. It is by will alone I set my blades in motion."

Duke Gerrald

Seasoned Gallowglass
Wild Card
Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d6, Healing d4, Intimidation d6, Knowledge (Battle) d6, Notice d6, Persuasion d6, Shooting d6, Taunt d6
Charisma: –; Pace: 6; Parry: 7; Toughness: 8(3)

Hindrances: Code of Honor, Loyal, Vengeful(Minor)
Edges: Command, Command Presence, Hold the Line, Level Headed, Tactician

Gear: Longsword (Str+d8), Plate Armour (+3), Large Shield(+2 Parry, +2 Armor to ranged
shots that hit)

"I've fought worse last stands. Fought and won. Stick with me, lad, and you can say the same next time."

Barnabas Frost

Veteran Pirate Captain
Wild Card
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d6, Vigor d6
Skills: Boating d6, Fighting d8, Intimidation d6, Knowledge (Battle) d6, Notice d6, Shooting d8, Taunt d6
Charisma: +2; Pace: 6; Parry: 7; Toughness: 7(1)

Hindrances: Bloodthirsty, Phobia (Ninjas), Wanted
Edges: Acrobat, Brawny, Charismatic, Steady Hands, Command, Leader of Men, Natural Leader

Gear: Cutlass (Str+d8), Brace of Flintlock Pistols (Damage:2d6+1 Range: 5/10/20, RoF:1, 2 actions to reload.), Holdout Knife (Str+d4, Range:3/6/12), Storm Coat (+1)

"I'll be having none of that dressing up like stagehands, me hearties, we be Pirates in Davy Jones's musterbook and we dress so the world can tremble as we pass."

Mr Bones

Skeletal Undertaker
Wild Card
Attributes: Agility d8, Smarts d10, Spirit d6, Strength d12, Vigor d10
Skills: Driving d6, Fighting d8, Knowledge (Mortician) d8, Investigation d6, Lockpicking d6, Repair d8
Charisma: -; Pace: 6; Parry: 7; Toughness: 12 (3)

Edges: Champion, Command, Common Bond, Connections, Level Headed, Jack of All Trades, Rich

Special Abilities:
• Armour +1: Natural armour.
• Darkvision: No vision penalties for darkness with a range of 12".
• Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers.
• Immunity: Immune to cold.

Gear: Masterwork Shovel (Str+d6), Robes of the Pythonian Question (+2)

"Water, 35 liters. Carbon, 20 kilograms. Ammonia, 4 liters. Lime, 1.5 kilograms. Phosphorous, 800 grams. Salt, 250 grams. Saltpeter, 100 grams. Sulfur, 80 grams. Fluorine, 7.5, iron, 5, silicon, 3 grams, and trace amounts of 15 other elements. That's what makes up a man." 

Janan

Veteran Dragonslayer
Wild Card
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d10, Vigor d6
Skills: Fighting d10, Intimidation d6, Notice d6, Track d6, Taunt d6
Charisma: –; Pace: 6; Parry: 7; Toughness: 9(3)

Hindrances: Big Mouth, Death Wish. Overconfident
Edges: Brawny, Sweep, Giant Killer, Combat Reflexes, Mighty Blow, Trademark Weapon (Istandil Dragonsbane), Luck, Scavenger.

Gear: Istandil Dragonsbane (Str+d10, AP2, 2 hands), Plate Armour (+3)

"Okay, where is the next dragon?"

Hell Hound

Attributes: Agility d8, Smarts d6, Spirit d8, Strength d8, Vigor d8
Skills: Fighting d6, Notice d8, Stealth d10, Survival d8, Tracking d8, Shooting d4
Charisma: -; Pace: 7; Parry: 5; Toughness: 8 (2)

Edges: Ambidextrous, Level Headed, Two-Fisted

Special Abilities:
• Armour +2: Natural armour.
• Burning Claws and Teeth: (Str+d8)
• Darkvision: No vision penalties for darkness with a range of 12".
• Extraplanar: Not native to the material plane, and can be targeted by Banish.
• Fleet-footed: Hellhounds roll a d8 for running
• Breath Weapon: Shooting +2; 2d10; Cone Template; avoid with opposed Agility roll.
• Weakness (Unholy): Hellhounds cannot enter onto sanctified ground, and take an extra 1d6 damage from holy/blessed weapons.

Sophie

Succubus Biker
Wildcard
Attributes: Agility d12, Smarts d12, Spirit d8, Strength d8, Vigor d12+1
Skills: Driving d10, Fighting d10, Intimidation d12, Notice d12+2, Persuasion d12+1, Shooting d6, Stealth d12, Spellcasting d10
Charisma: +4; Pace: 6; Parry: 7; Toughness: 10 (2)

Edges: Ace, Arcane Background (Magic), Command, Connections, Dodge, √Član, Inspire, Leader of Men, Quick, Strong Willed
Spells: (10 Power Points) Mind Reading, Puppet, Teleport

Special Abilities:
• Armour +2: Natural armour.
• Nails: Str+d4.
• Darkvision: No vision penalties for darkness with a range of 12".
• Extraplanar: Not native to the material plane, and can be targeted by Banish.
• Flight: Flying Pace of 8".

Gear: Harley Davidson (Acceleration:20 Top Speed:36, Toughness: 8(2), Crew1+1)

"F5,F5,F5,F5,F5,F5,F5", thump, sounds of snoring.

Grave Wraith

Attributes: Agility d10, Smarts d6, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d10, Notice d10, Stealth d10
Charisma: +4; Pace: -; Parry: 7; Toughness: 7

Edges: Dodge, Florentine, Level Headed (draw 1 extra initiative card)

Special Abilities:
• Shadow Blade: Str+d8, AP3.
• Darkvision: No vision penalties for darkness with a range of 12".
• Ethereal: Intangible and can only be hurt by magical attacks.
• Fear: Anyone who sees this creature must make a Fear check.
• Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers.
• Flight: Flying Pace of 6".
• Weakness: The weapon or type of creature that killed the person that became the wraith ignores the wraith's Ethereal.


Labella DeMornay

Banshee
Wild Card
Attributes: Agility d12+4, Smarts d6, Spirit d12, Strength d6, Vigor d6
Skills: Fighting d12, Notice d12, Taunt d10
Charisma: +2; Pace: -; Parry: 8; Toughness: 7

Edges: Alertness, Dodge, Improved Dodge, Quick (redraw initiative cards of 5 or lower), Strong Willed

Special Abilities:
• Incorporeal Touch: Str+d4; Terror.
• Darkvision: No vision penalties for darkness with a range of 12".
• Blindsight: Ignore sight-based penalties and gaze attacks.
• Ethereal: Intangible and can only be hurt by magical attacks.
• Wail: Once per night, a banshee may emit its keening wail. Any creatures within hearing distance must pass a Guts check at –2 or be Shaken for d4 rounds. With a critical failure, the victim must roll on the Fright Table at +2 instead!
• Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers.
• Flight: Flying Pace of 9".
• Weaknesses: Powerless in sunlight.
• Terror: Make a Spirit roll or suffer a level of Fatigue.

"We are entombed, but we live on. This is only the beginning. We will prepare. We will grow stronger. When the time is right, we will emerge and take our rightful place as the supreme power of the UNIVERSE!"

Nightspectre

Attributes: Agility d10, Smarts d8, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d8, Intimidation d10, Notice d10, Stealth d10
Charisma: +4; Pace: -; Parry: 4; Toughness: 7

Edges: Combat Reflexes, Level Headed

Special Abilities:
• Incorporeal Touch: Str+d4; AP3, draining.
• Darkvision: No vision penalties for darkness with a range of 12".
• Ethereal: Intangible and can only be hurt by magical attacks.
• Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers.
• Flight: Flying Pace of 9".
• Draining: Make a Vigor roll or suffer a level of Fatigue.

Ghostly Summons

Attributes: Agility d6, Smarts d6, Spirit d10, Strength d6, Vigor d6
Skills: Fighting d6, Intimidation d12+2, Notice d12, Taunt d10, Stealth d12+4, Throwing d12
Pace: 6; Parry: 5; Toughness: 5

Gear: Chilling Touch (Spirit+d6)

Special Abilities
• Ethereal: Ghosts are immaterial and can only be harmed by magical attacks.
• Fear –2: Ghosts cause Fear checks at –2 when they let themselves be seen.

The Ethereal and Fear abilities probably push this into being a Veteran or better Summon Ally option.

Sinessa

Hellborn Seasoned Sorceress
Wild Card
Attributes: Agility d6, Smarts d10, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d6, Intimidation d8, Investigation d6, Knowledge (Arcana) d10, Notice d8, Shooting d6, Spellcasting d8, Stealth d6, Taunt d6
Charisma: –2; Pace: 6; Parry: 6; Toughness: 6

Hindrances: Outsider
Edges: Arcane Background (Magic), Command, Power Surge, Wizard

Spells: (15 Power Points) Armor, Bolt (Fire Darts), Detect/Conceal Arcana, Elemental Manipulation (Fire), Light/Obscure.

Special Abilities:
• Mark of the Pit: Hellborn inherit some of their infernal ancestor's resistant nature. They gain +1 Toughness.
• Low Light Vision: Hellborn ignore penalties for Dim and Dark lighting.
• Horns: (Str+d6)
• Hot blooded: -4 penalty to resist Cold

Gear: Eldritch Staff (Str+d4, Parry +1, Reach 1, 2 hands)

 "Exterminate, annihilate, DESTROY!!! But bring me a competent seamstress, Hell doesn't have any."

Vaeloth

Hellborn Seasoned Paladin
Wild Card
Attributes: Agility d6, Smarts d4, Spirit d8, Strength d10, Vigor d8
Skills: Faith d6, Fighting d10, Intimidation d6, Investigation d4, Notice d6, Survival d4

Charisma: –2; Pace: 6; Parry: 8; Toughness: 10(3)

Hindrances: Code of Honor, Loyal, Outsider, Vow(Minor)
Edges: Arcane Background (Miracles), Brawny, Champion, Sweep, Two Fisted
Spells: (10 Power Points) Healing, Smite.

Special Abilities:
• Mark of the Pit: Hellborn inherit some of their infernal ancestor's resistant nature. They gain +1 Toughness.
• Low Light Vision: Hellborn ignore penalties for Dim and Dark lighting.
• Horns: (Str+d6)
• Hot blooded: -4 penalty to resist Cold

Gear: Scalloped Falchion (Str+d6+2, AP2), Banded Plate Armour (+3), Medium Shield (+1 Parry, +2 Armor to ranged shots that hit)

"Have you ever noticed how many orphans freeze to death each winter?"

Hellborn

Descended in part from Demons, Hellborn cannot avoid their heritage.

Racial Modifiers:
• Mark of the Pit: Hellborn inherit some of their infernal ancestor's resistant nature. They gain +1 Toughness. [+2]
• Low Light Vision: Hellborn ignore penalties for Dim and Dark lighting. [+1]
• Hindrance (Minor): Outsider (-2 Charisma).  [-1]

Some also have

• Combat useful Horns: (Str+d6) [+1] and
• Hot blooded: -4 penalty to resist Cold [-1]

Discussion on the Reaper forums has lead to the thought that
• Prehensile Tail: An extra limb that does not provide an extra non penalty action and is 1 step less strong than the character.
might work as an alternative to the Combat useful Horns.

Tiviel

Hellborn Seasoned Rogue
Wild Card
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Climbing d6+2, Fighting d8, Investigate d6, Lockpicking d6+2, Notice d6 (Notice Traps d6+2), Stealth d8 (Urban Stealth d8+2), Streetwise d6, Taunt d6
Charisma: 0; Pace: 6; Parry: 5; Toughness: 6

Hindrances: Bloodthirsty, Curious, Outsider, Poverty
Edges: Ambidexterous, Assassin, Charismatic, Thief, Two Fisted
Special Abilities
• Mark of the Pit: Hellborn inherit some of their infernal ancestor's resistant nature. They gain +1 Toughness.
• Low Light Vision: Hellborn ignore penalties for Dim and Dark lighting.

Gear: Fell blades (Str+d6)

"So who is this Nameless one?"

Vandorendra

Wild Card
Attributes: Agility d12+1, Smarts d12, Spirit d12, Strength d12+4, Vigor d12+4
Skills: Fighting d12+1, Intimidation d12+4, Knowledge (Battle) d8, Notice d12+5, Persuasion d12+4, Stealth d12+2, Survival d6, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 8; Toughness: 18 (4)

Edges: Arcane Background (Magic), Arcane Resistance, Combat Reflexes, Command, Florentine, Tactician
Spells: (15 Power Points) Barrier (Wall of Blades), Damage Field (Necromantic), Detect/Conceal Arcana, Smite, Summon Ally (Heroic level), Telekinesis, Teleport

Special Abilities:
• Armour +4: Natural armour.
• Darkvision: No vision penalties for darkness with a range of 12".
• 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)

"Flense, If I had to choose, I'd tell you Flense is my favourite word. I'd be lying, of course."

Floating Maw

Attributes: Agility d8, Smarts d8, Spirit d10, Strength d6, Vigor d10
Skills: Fighting d8, Notice d12+2, Repair d12+1, Stealth d12, Survival d12+1, Shooting d6
Charisma: -; Pace: -; Parry: 6; Toughness: 11 (2)

Edges: Alertness, Arcane Resistance, Dodge, Level Headed (draw 1 extra initiative card), Quick (redraw initiative cards of 5 or lower), Rock and Roll

Special Abilities:
• Armour +2: Scaly Hide.
• Baleful Gaze: Shooting attack (2d8 Damage, Range: 12/24/48 RoF:3 Auto)
• Bite: Str+d10
• Eyes in Every Direction: Immune to Gang-up bonuses.
• Flight: Flying Pace of 6".
• Size +2: Increases Toughness by +2.

Zombie

Attributes: Agility d6, Smarts d4, Spirit d4, Strength d6, Vigor d6
Skills: Fighting d6, Intimidation d6, Notice d4, Shooting d6, Stealth d4
Pace: 4; Parry: 5; Toughness: 7

Special Abilities:
• Bite: Str.
• Fearless: Zombies are immune to Fear and Intimidation.
• Undead: +2 Toughness; +2 to recover from being Shaken; called shots do no extra damage (except to the head).
• Weakness (Head): Shots to a zombie’s head are +4 damage.
• Spawn: Characters killed by zombies arise as zombies 1d4 hours later.

"Braaains! Braaains!"

Carniverous Chest

Attributes: Agility d8, Smarts d6, Spirit d8, Strength d12+1, Vigor d12
Skills: Fighting d8, Climbing d8, Notice d8, Stealth d8
Charisma: -; Pace: 4; Parry: 6; Toughness: 10 (2)



Edges: Alertness, Quick (redraw initiative cards of 5 or lower)

Special Abilities:
• Armour +2: Natural armour.
• Slams: Str+d4.
• Darkvision: No vision penalties for darkness with a range of 12".

"That chest is looking at me."

Giant Ferrovoric Insect

Attributes: Agility d12, Smarts d6 (A), Spirit d8, Strength d6, Vigor d8
Skills: Fighting d4, Notice d8, Tracking d8
Charisma: -; Pace: 7; Parry: 4; Toughness: 8 (2)

Edges: Alertness

Special Abilities:
• Armour +2: Natural armour.
• Corroding Antennae: Str+d4; attack +2.Causes almost instantaeous rusting, lowers non-magical metal armour by 1 point per hit, on a called shot at -4 destroys a non-magical, non-trademark metal weapon.
• Bite: Str+d4.

Bat Swarm

Attributes: Agility d10, Smarts d4 (A), Spirit d12, Strength d8, Vigor d8
Skills: Fighting N/A (automatically hits, 2d4 damage within a MBT), Notice d10
Charisma: -; Pace: -; Parry: 4; Toughness: 6

Edges: Alertness, Quick

Special Abilities:
• Low Light Vision: No penalties for dim or dark lighting.
• Blindsense: Can sense things within 4" that can't be seen, as if in Dark lighting.
• Swarm: +2 Parry, immune to most weapons.
• Split: May split into two Small Blast Template sized swarms, each with -2 Toughness.
• Flight: Flying Pace of 7".

Aello

Harpy
Attributes: Agility d10, Smarts d6, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d8, Intimidation d8, Notice d8, Shooting d6, Pilot d6
Charisma: +2; Pace: 5; Parry: 6; Toughness: 6

Edges: Dodge

Special Abilities:
• Claws: Str+d4.
• Flight: Flying Pace of 11".

Troll

Attributes: Agility d8, Smarts d4, Spirit d6, Strength d12+2, Vigor d12+2
Skills: Fighting d6, Notice d6, Tracking d6
Charisma: -; Pace: 6; Parry: 5; Toughness: 14 (2)

Edges: Alertness, Strong Willed

Special Abilities:
• Armour +2: Rubbery Flesh.
• Claws: Str+d6.
• Bite: Str+d6.
• Low Light Vision: No penalties for dim or dark lighting.
• Darkvision: No vision penalties for darkness with a range of 18".
• Regeneration: May make a Vigor roll every round to heal damage.
• Size +3: Increases Toughness by +3.
• Weakness: Wounds caused by Fire or Acid cannot be healed by regeneration.

Jabberwock

Wild Card
Attributes: Agility d12+1, Smarts d8, Spirit d12+4, Strength d12+6, Vigor d12+5
Skills: Fighting d12+3, Intimidation d12+7, Notice d12+7, Shooting d12
Charisma: +4; Pace: 7; Parry: 9; Toughness: 24(6)

Edges: Dodge, Improved Dodge

Special Abilities:
• Armour +6: Scales
• Bite: Str+d8.
• Claws that snatch: Str+d8; Pin the target if they hit with a raise.
• Eye Rays: Shooting; 2d6; range 12/24/48.
• Low Light Vision: No penalties for dim or dark lighting.
• Darkvision: No vision penalties for darkness with a range of 24".
• Truevision: Can see through illusions, shapechanging, invisibility, etc.
• Blindsight: Ignore sight-based penalties and gaze attacks.

• Flight: Flying Pace of 11".
• Immunity: Immune to fire, sleep and paralysis.
• Weaknesses: Double damage from called shots(-4) to the neck.

• Size +8: Increases Toughness by +8.
• Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Deathsleet

Wild Card
Attributes: Agility d6, Smarts d12, Spirit d12, Strength d12+6, Vigor d12+3
Skills: Fighting d10, Intimidation d12+4, Notice d12+4, Persuasion d12+4, Swimming d6, Shooting d8
Charisma: +4; Pace: 9; Parry: 7; Toughness: 27 (6)

Edges: Alertness

Special Abilities:
• Armour +6: Natural armour.
• Claws: Str+d8.
• Low Light Vision: No penalties for dim or dark lighting.
• Darkvision: No vision penalties for darkness with a range of 12".
• Flight: Flying Pace of 28".
• Burrow: Can burrow and reappear within 6".
• Aquatic: Swimming Pace of 6", and cannot drown.
• Breath Weapon: Shooting +2; 2d10; Cone Template; avoid with opposed Agility roll.
• Size +12: Increases Toughness by +12.
• Gargantuan: -4 to attack medium-sized foes, they receive +4 to their attacks. Counts as having Heavy Armour and Heavy Weapons.

Young Dragon

Attributes: Agility d6, Smarts d8, Spirit d8, Strength d12+3, Vigor d12
Skills: Fighting d10, Intimidation d12, Notice d12, Persuasion d8, Shooting d8, Spellcasting d8
Charisma: -; Pace: 7; Parry: 7; Toughness: 18(3)

Edges: Alertness, Arcane Background (Magic)

Special Abilities:
• Armour +3: Scales.
• Claws: Str+d4.
• Low Light Vision: No penalties for dim or dark lighting.
• Darkvision: No vision penalties for darkness with a range of 12".
• Flight: Flying Pace of 18".
• Breath Weapon: Shooting +2; 2d10; Cone Template; avoid with opposed Agility roll.
• Size +7: Increases Toughness by +7.
• Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Giant Wurm

Attributes: Agility d4, Smarts d4 (A), Spirit d6, Strength d12+5, Vigor d12+3
Skills: Fighting d12, Notice d12+1, Swimming d12+1
Charisma: -; Pace: 5; Parry: 8; Toughness: 23 (4)

Edges: Sweep

Special Abilities:
• Armour +4: Leathery hide.
• Bite: Str+d8.
• Sting: Str+d8; poison.
• Tremorsense: Can sense anything within 12" that's in contact with the ground.
• Bear Hug: Pin your opponent if you hit with a raise.
• Burrow: Can burrow and reappear within 5".
• Aquatic: Swimming Pace of 12", and cannot drown.
• Poison: Sting inflicts lethal poison if foe is Shaken or wounded.
• Size +10: Increases Toughness by +10.
• Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

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: 14/13 (2/1)

Edges: Berserk, Brawny

Special Abilities:

• Low Light Vision: No penalties for dim or dark lighting.
• Darkvision: No vision penalties for darkness with a range of 12".
• Size +3: Increases Toughness by +3.
• Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Gear: Greatclub (Str+d8; 2 hands), Improvised Armor (+2/+1 if hit with a raise.)

"Fee, Fii, Foh, Fum, I smell the blood of an, urr, what do you call them again?"

Minotaur

Attributes: Agility d6, Smarts d6, Spirit d6, Strength d12+1, Vigor d10
Skills: Fighting d6, Intimidation d4, Notice d8, Tracking d8
Charisma: -; Pace: 6; Parry: 5; Toughness: 11

Edges: Two-Fisted, Brawny

Special Abilities:

• Horns: Str+d6.
• Infravision: Half vision penalties for darkness.
• Gore: +4 damage when first moving adjacent to foe.
• Hardy: A second Shaken result doesn't become a wound.
• Size +3: Increases Toughness by +3.

Gear: Axes (Str+d8)

"It isn't all mazes, some of us do crossword puzzles. I'm fond of Araucaria myself."

Giant Scorpion

Attributes: Agility d6, Smarts d4 (A), Spirit d6, Strength d8, Vigor d8
Skills: Fighting d4, Climbing d6, Notice d6, Stealth d6
Charisma: -; Pace: 7; Parry: 4; Toughness: 7(1)

Edges: Ambidextrous, Two-Fisted.

Special Abilities:
• Armour +1: Chitin.
• Claws: Str+d6.
• Sting: Str+d8, Injects lethal poison if foe is Shaken or wounded.

• Tremorsense: Can sense anything within 12" that's in contact with the ground.
• Fearless: Immune to fear and Intimidation.

Giant Stag Beetle


Attributes: Agility d6, Smarts d4 (A), Spirit d6, Strength d12+2, Vigor d12
Skills: Fighting d6
Charisma: -; Pace: 5; Parry: 5; Toughness: 14 (3)

Special Abilities:
• Armour +3: Natural armour.
• Bite and Horns: Str+d6.
• Infravision: Half vision penalties for darkness.
• Fearless: Immune to fear and Intimidation.
• Size +3: Increases Toughness by +3.

Giant Bombadier Beetle

Attributes: Agility d6, Smarts d4 (A), Spirit d6, Strength d8, Vigor d8
Skills: Fighting d4, Shooting d6
Charisma: -; Pace: 6; Parry: 4; Toughness: 8 (2)

Special Abilities:
• Armour +2: Carapace.
• Bite: Str+d4.
• Infravision: Half vision penalties for darkness.
• Fearless: Immune to fear and Intimidation.
• Acid Spray: Place the thin end of the Cone Template at the beetle's rear. Targets within the template may make Agility rolls versus the beetle’s shooting skill roll to avoid the spray. Those who fail suffer 2d10 damage. This counts as a Heavy Weapon.

Spider Swarm


Attributes: Agility d12, Smarts d4 (A), Spirit d10, Strength d8, Vigor d8
Skills: Fighting N/A (automatically hits, 2d4 damage within a MBT), Climbing d10, Notice d6
Charisma: -; Pace: 5; Parry: 4; Toughness: 6

Special Abilities:
• Infravision: Half vision penalties for darkness.
• Tremorsense: Can sense anything within 6" that's in contact with the ground.
• Fearless: Immune to fear and Intimidation.
• Swarm: +2 Parry, immune to most weapons.
• Wall Walker: Can walk on walls and ceilings with Pace 5".
• Poison: Injects lethal poison if foe is Shaken or wounded.

Beetle Swarm

Attributes: Agility d12+1, Smarts d4 (A), Spirit d10, Strength d8, Vigor d8
Skills: Fighting N/A (automatically hits, 2d6 damage within a MBT), Climbing d10, Notice d6
Charisma: -; Pace: 5; Parry: 4; Toughness: 6

Special Abilities:
• Infravision: Half vision penalties for darkness.
• Tremorsense: Can sense anything within 6" that's in contact with the ground.
• Fearless: Immune to fear and Intimidation.
• Fly: Pace 4
• Swarm: +2 Parry, immune to most weapons.
• Wall Walker: Can walk on walls and ceilings with Pace 5".
• Poison: Injects lethal poison if foe is Shaken or wounded.

Rat Swarm

Attributes: Agility d10, Smarts d4 (A), Spirit d12, Strength d8, Vigor d8
Skills: Fighting N/A (automatically hits, 2d4 damage within a MBT), Climbing d8, Notice d8, Stealth d12, Swimming d10
Charisma: -; Pace: 4; Parry: 4; Toughness: 6

Edges: Alertness

Special Abilities:
• Low Light Vision: No penalties for dim or dark lighting.
• Swarm: +2 Parry, immune to most weapons.
• Split: May split into two Small Blast Template sized swarms, each with -2 Toughness.
• Wall Walker: Can walk on walls and ceilings with Pace 4".
• Disease: If Wounded by a Rat Swarm make a Vigor roll or become afflicted with a Minor Debilitating Long-Term Chronic Disease.

Frost Wyrm

Attributes: Agility d8, Smarts d4, Spirit d8, Strength d12+3, Vigor d12+2
Skills: Fighting d8, Notice d8
Charisma: -; Pace: 6; Parry: 6; Toughness: 19(3)

Special Abilities:
• Armour +3: Natural armour.
• Bite: Str+d8.
• Low Light Vision: No penalties for dim or dark lighting.
• Infravision: Half vision penalties for darkness.
• Tremorsense: Can sense anything within 12" that's in contact with the ground.
• Bear Hug: Pin your opponent if you hit with a raise.
• Burrow: Can burrow and reappear within 5".
• Size +7: Increases Toughness by +7.
• Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Giant Hunting Spider

Attributes: Agility d12, Smarts d4 (A), Spirit d6, Strength d6, Vigor d8
Skills: Fighting d6, Climbing d10, Notice d6, Stealth d8
Charisma: -; Pace: 6; Parry: 5; Toughness: 7 (1)

Special Abilities:
• Armour +1: Chitin.
• Bite: Str+d4; Injects lethal poison if foe is Shaken or wounded.
• Infravision: Half vision penalties for darkness.
• Tremorsense: Can sense anything within 12" that's in contact with the ground.
• Wall Walker: Can walk on walls and ceilings with Pace 5".
• Pounce: Hunting Spiders often pounce on their prey. It can leap 1d6” to gain +4
to its attack and damage. Its Parry is reduced by –2 until its next action when pouncing.

Giant Spider Centaur

Attributes: Agility d10, Smarts d10, Spirit d10, Strength d12, Vigor d10
Skills: Fighting d8, Climbing d12, Notice d8, Stealth d8, Throwing d6, Spellcasting d10, Intimidate d8, Knowledge (Arcana) d8
Charisma: +1; Pace: 6; Parry: 6; Toughness: 13 (2)

Edges: Arcane Background (Magic), Command, Wizard
Spells: (15 Power Points) Barrier [Webs], Beast Friend [Spiders], Bolt, Dispel, Puppet, Light/Obscure, Shapechange [Only into the form of a creature the Spider Centaur has ritually consumed, Duration 30 minutes (1/ 15 minutes)].

Special Abilities:
• Armour +2: Natural armour.
• Bite: Str+d6; Injects lethal poison if foe is Shaken or wounded.
• Infravision: Half vision penalties for darkness.
• Wall Walker: Can walk on walls and ceilings with Pace 4".
• Size +4: Increases Toughness by +4.
• Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

"It is much like extreme knitting. I like making people cosies."

Spider Centaur Archer

Attributes: Agility d10, Smarts d10, Spirit d10, Strength d10, Vigor d10
Skills: Fighting d6, Climbing d12, Notice d8, Stealth d10, Shooting d8, Intimidation d6, Tracking d6
Charisma: +2; Pace: 6; Parry: 6; Toughness: 11 (2)

Edges: Extraction, Marksman

Special Abilities:
• Armour +2: Chitin.
• Bite: Str+d6; Injects lethal poison if foe is Shaken or wounded.
• Infravision: Half vision penalties for darkness.
• Wall Walker: Can walk on walls and ceilings with Pace 4".
• Size +2: Increases Toughness by +2.

Gear: Cruel Blade (Str+d8), Shortbow (Shooting; range 12/24/48; 2d6)

Spider Centaur Warrior


Attributes: Agility d10, Smarts d10, Spirit d10, Strength d10, Vigor d10
Skills: Fighting d8, Climbing d12, Notice d8, Stealth d10, Shooting d6, Intimidation d8
Charisma: +2; Pace: 6; Parry: 6 (7); Toughness: 11 (2)

Edges: Extraction, Steady Hands, Quick

Special Abilities:
• Armour +2: Chitin.
• Bite: Str+d6; Injects lethal poison if foe is Shaken or wounded.
• Infravision: Half vision penalties for darkness.
• Wall Walker: Can walk on walls and ceilings with Pace 4".
• Size +2: Increases Toughness by +2.

Gear: Cruel Blade (Str+d8), Shield (+1 Parry, +2 Armor to ranged shots that hit from protected side.)

Stone Golem

Attributes: Agility d6, Smarts d4 (A), Spirit d6, Strength d12+4, Vigor d12+2
Skills: Fighting d10
Charisma: -; Pace: 5; Parry: 7; Toughness: 17 (4)

Special Abilities:
• Armour +4: Made of Stone.
• Slams: Str+d8.
• Low Light Vision: No penalties for dim or dark lighting.
• Infravision: Half vision penalties for darkness.
• Mindless: Immune to mind-affecting magic.
• Fearless: Immune to fear and Intimidation.
• Construct: +2 to recover from Shaken, ignore wound modifiers.
• Size +4: Increases Toughness by +4.
• Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Battleguard Golem


Attributes: Agility d6, Smarts d4 (A), Spirit d6, Strength d12+5, Vigor d12+3
Skills: Fighting d10, Shooting d8
Charisma: -; Pace: 5; Parry: 7; Toughness: 18 (5)

Special Abilities:
• Armour +5: Made of Iron and Bronze.
• Slams: Str+d8.
• Low Light Vision: No penalties for dim or dark lighting.
• Infravision: Half vision penalties for darkness.
• Mindless: Immune to mind-affecting magic.
• Fearless: Immune to fear and Intimidation.
• Construct: +2 to recover from Shaken, ignore wound modifiers.
• Breath Weapon: Shooting +2; 2d10; Cone Template; avoid with opposed Agility roll.
• Size +4: Increases Toughness by +4.
• Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Flesh Golem


Attributes: Agility d6, Smarts d4 (A), Spirit d6, Strength d12+2, Vigor d12
Skills: Fighting d6
Charisma: -; Pace: 6; Parry: 5; Toughness: 14(3)

Edges: Berserk

Special Abilities:
• Armour +3: Redundant organs.
• Slams: Str+d6.
• Low Light Vision: No penalties for dim or dark lighting.
• Infravision: Half vision penalties for darkness.
• Mindless: Immune to mind-affecting magic.
• Fearless: Immune to fear and Intimidation.
• Construct: +2 to recover from Shaken, ignore wound modifiers.
• Size +3: Increases Toughness by +3.

Clay Golem

Attributes: Agility d6, Smarts d4 (A), Spirit d6, Strength d12+3, Vigor d12+1
Skills: Fighting d8
Charisma: -; Pace: 5; Parry: 6; Toughness: 15 (3)

Edges: Berserk

Special Abilities:
• Armour +3: Made of clay.
• Slams: Str+d8; cursed wound -2 to healing rolls and spells.
• Low Light Vision: No penalties for dim or dark lighting.
• Infravision: Half vision penalties for darkness.
• Mindless: Immune to mind-affecting magic.
• Fearless: Immune to fear and Intimidation.
• Construct: +2 to recover from Shaken, ignore wound modifiers.
• Size +4: Increases Toughness by +4.
• Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

"..."