Thursday 13 June 2013

Almaran the Gold

Seasoned Paladin
Wild Card
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d10, Vigor d8
Skills: Fighting d10, Faith d8, Healing d6, Intimidation d6, Notice d6.
Charisma: –; Pace: 6; Parry: 9; Toughness: 9(3)

Hindrances: Heroic, Big Mouth, Minor Vow
Edges: Adept (Smite and Speed), Arcane Background (Miracles), Champion
Spells: (10 Power Points) Smite (Wrap weapon in flames), Speed(Flash step)

Gear: Long Sword(Str+d8), Plate [Armour +3], Large Shield (+2 Parry, +2 Armor vs ranged shots that hit).

"Procedendo ad judicium!"

If you have Evernight, then swapping Adept and AB(Miracles) for Avatar of Solace and Red Knight and replacing Smite with Healing, is an alternative.

Ragnaros

Seasoned Warrior
Wild Card
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d10, Vigor d8
Skills: Fighting d10, Intimidation d6, Notice d6, Streetwise d6, Taunt d6, Thrown d4
Charisma: -2; Pace: 6; Parry: 8; Toughness: 10(3)

Hindrances: Arrogant, Big Mouth, Mean.
Edges: Brawny, Nerves of Steel, No Mercy, Trademark Weapon ("Adderstongue")

Gear: "Adderstongue" Long Sword(Str+d8), Ornate Plate [Armour +3], Medium Shield (+1 Parry, +2 Armor vs ranged shots that hit).

"Mercy is for the weak. I have more important interests."

Satheras

Novice Elf Warlock
Wild Card
Attributes: Agility d6, Smarts d10, Spirit d8, Strength d4, Vigor d4
Skills: Fighting d4, Investigation d6, Knowledge (Arcana) d6, Notice d6, Spellcasting d10, Streetwise d6, Taunt d6
Charisma: –; Pace: 4; Parry: 5; Toughness: 5(1)

Hindrances: All Thumbs, Anaemic, Lame, Minor Pacifist.
Edges: Arcane Background (Magic), New Power
Spells: Armor, Deflection, Mind Reading, Stun.
Racial 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: Staff(Str+d4, Parry +1, Reach 1), Robes(+1)

"Yes, Satheras understand. Everyone always coming to Satheras with problems. Big responsibility but Satheras does not mind. Satheras trained in crisis management."

Deladrin

Novice Assassin
Wild Card
Attributes: Agility d10, Smarts d6, Spirit d6, Strength d6; Vigor d6
Skills: Fighting d10, Climb d6, Guts d6, Intimidate d6, Notice d6, Stealth d8
Charisma: 0; Pace: 6”; Parry: 7; Toughness: 6(1)

Hindrances: Clueless, Loyal, Minor Vow (of service to the Eagle of Alamut.)
Edges: Assassin

Gear: Leather Armor (+1), Long Sword (Str+d8), Short Sword (Str+d6)

"Time to die."

Goldar

Seasoned Barbarian
Wild Card
Attributes: Agility d8, Smarts d4, Spirit d6, Strength d10, Vigor d6
Skills: Boating d6, Fighting d10, Intimidation d6, Notice d6, Survival d6, Tracking d6
Charisma: –; Pace: 6; Parry: 8; Toughness: 7(1)

Hindrances: Bloodthirsty, Illiterate, Loyal
Edges: Acrobat, Brawny, Frenzy, Sweep

Gear: Battle Axe(Str+d8), Custom Fighting Leathers (+1)

Spectre

Attributes: Agility d8, Smarts d6, Spirit d12, Strength n/a, Vigor d10
Skills: Fighting d8, Intimidation d10, Notice d8, Stealth d12+4
Pace: 6; Parry: 6; Toughness: 9

Special Abilities:
• Chilling Touch: By making a touch attack, a spectre can drain vitality. Make a Vigor roll at -2; if you fail, you lose 1 die type of both Strength and Vigor. If either of these is reduced to 0, the victim is Incapacitated and will die in 1d6 rounds. A Healing spell will return one level of each Attribute, while Greater Healing will return all lost levels.
• Fear -2: A spectre must be visible to use this power.
• Incorporeal: Normally, a spectre is invisible and incorporeal. When it decides to use its touch attack, it becomes visible and partially corporeal and must remain so for 3 rounds. In this state, it can still only be harmed by Arcane effects, or magic or blessed weapons. It can become visible at any time, for as long as it wishes, while still remaining incorporeal.
• Undead: Spectres gain the following: +2 Toughness, +2 to recover from Shaken, called shots do no extra damage, ignores all Wound penalties, immune to disease/poison.
• Unholy Spirit: Spectres cannot enter onto sanctified ground, and must make a Spirits check in the face of holy symbols.

"Wooo, Wooo."

Rodents of Unusual Size

Attributes: Agility d12, Smarts d6 (A), Spirit d8, Strength d6, Vigor d8
Skills: Fighting d4, Climbing d10, Notice d6, Stealth d10, Swimming d10
Pace: 7; Parry: 3; Toughness: 5

Special Abilities:
• Bite: Str+d4; If Wounded make a Vigor roll or become afflicted with a Minor Debilitating Long-Term Chronic Disease.
• Low Light Vision: No penalties for dim or dark lighting.
• Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 5".
• Strong Swimmers: Swimming Pace of 7".
• Size -1: Reduces Toughness by -1.

Judas Bloodspire

Vampire
Wild Card
Attributes: Agility d8, Smarts d10, Spirit d10, Strength d12+3, Vigor d12
Skills: Fighting d10, Intimidation d12, Investigation d8, Notice d8, Shooting d8, Throwing d8
Pace: 6; Parry: 7; Toughness: 10

Edges: Assassin, Beast Bond, Command, Dodge, Fervour, Level Headed, Jack of All Trades, Quick, Noble.

Special Abilities:
• Change Form: As an action, a vampire can change into a wolf or bat with a Smarts roll at –2. Changing back into humanoid form requires a Smarts roll.
• Charm: Vampires can use the puppet power on the opposite sex using their Smarts as their arcane skill. They can cast and maintain the power indefinitely, but may only affect one target at a time.
• Bare Tailed Margrave: Judas has the ability to summon and control rats. This requires an action and a Smarts roll at –2. If successful, 1d6 Rat Swarms or Rodents of Unusual Size come from the surrounding wilds in 1d6+2 rounds.
• Fangs: Str +d4.
• Improved Frenzy: Vampires may make two attacks per round without penalty.
• Infravision: Halves penalties for poor light vs.warm targets.
• Invulnerability: Vampires can only be harmed by their Weaknesses. They may be Shaken by other attacks, but never wounded.
• Sire: Anyone slain by a vampire rises as a vampire themselves in 1d4 days if they make a successful vigor check.
• Undead: +2 Toughness; +2 to recover from being Shaken; called shots do no extra damage (except to the heart—see below). No wound penalties.
• Weakness (Sunlight): Vampires catch fire if any part of their skin is exposed to direct sunlight. After that they suffer 2d10 damage per round until they are dust. Armor does not protect.
• Weakness (Holy Symbol): A character may keep a vampire at bay by displaying a holy symbol. A vampire who wants to directly attack the victim must beat her in an opposed test of Spirit.
• Weakness (Holy Water): A vampire sprinkled with holy water is Fatigued. If immersed, he combusts as if it were direct sunlight (see above).
• Weakness (Invitation Only): Vampires cannot enter a private dwelling without being invited. They may enter public domains as they please.
• Weakness (Stake Through the Heart): A vampire hit with a called shot to the heart (–4) must make a Vigor roll versus the damage total. If successful, it takes damage
normally. If it fails, it disintegrates to dust.

Gear: Longsword (Str+d8)

"My vassals watch and listen, and they are everywhere."

Ingrid

Seasoned Gnome Adventurer
Wild Card
Attributes: Agility d10, Smarts d6, Spirit d6, Strength d6,Vigor d6
Skills: Fighting d12, Notice d6, Stealth d6, Taunt d8, Survival d4
Charisma: –; Pace: 6; Parry: 8; Toughness: 7(2)

Hindrances: Overconfidant, Hard of Hearing, Stubborn
Edges: Brawny, Great Luck, Elan, No Mercy

Racial Abilities:
• Fortunate: May draw one additional benny per game session. This may be combined with the Luck and Great Luck Edges.
• Short: Gnomes average only about 4’ tall. Their small size subtracts 1 from their Toughness. Gnomes have a Size of –1, and cannot take the Small Hindrance.
• Spirited: Gnomes are generally optimistic beings. They start with a d6 Spirit instead of a d4.

Gear: Shortsword (Str+d6), Chainmail(+2)

"I'm sorry, I can't hear you over how awesome I am."

Cassie

Novice Gnome Wizard
Wild Card
Attributes: Agility d6, Smarts d8, Spirit d6, Strength d6, Vigor d6
Skills: Climbing d4, Fighting d6, Intimidate d6, Investigation d6, Notice d6, Spellcasting d10, Taunt d6
Charisma: 0; Pace: 6”; Parry: 6; Toughness: 5(1)

Hindrances: All Thumbs, Anemic, Curious.
Edges: Arcane Background, Wizard
Spells: (Power Points: 10) Armor, Blast, Fly

Racial Abilities:
• Fortunate: May draw one additional benny per game session. This may be combined with the Luck and Great Luck Edges.
• Short: Gnomes average only about 4’ tall. Their small size subtracts 1 from their Toughness. Gnomes have a Size of –1, and cannot take the Small Hindrance.
• Spirited: Gnomes are generally optimistic beings. They start with a d6 Spirit instead of a d4

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

"I don't do clockwork, It doesn't agree with my delicate constitution."

Astrid

Seasoned Elven Troubadour
Wild Card
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d6, Intimidation d6, Investigation d4, Notice d6, Perform d6, Persuasion d10, Streetwise d6, Taunt d6
Charisma: +2; Pace: 6; Parry: 6; Toughness: 6(1)
 
Hindrances: All Thumbs, Curious, Big Mouth, Enemy(Has satirised Anvall Thricedamned once too often.)
Edges: Acrobat, Arcane Background (Miracles), Attractive, Strong Willed, Troubadour
Spells: (10 Power Points) Boost/Lower trait, Elemental Manipulation (Air)

Racial 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: Rapier (Str+d4, Parry+1), Leathers (+1), Lute.

"Perhaps I shouldn't sing about Anvall's inadequacies. But what else does he have?"

Troubadour and Perform are described on p4-5 of Wizards and Warriors.

Astrid

Novice Elven Bard
Wild Card
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d4, Intimidation d6, Investigation d4, Notice d6, Perform d6, Persuasion d8, Streetwise d4, Taunt d6
Charisma: +2; Pace: 6; Parry: 5; Toughness: 6(1)

Hindrances: All Thumbs, Curious, Big Mouth, Enemy(Has satirised Anvall Thricedamned once too often.)
Edges: Attractive, Strong Willed

Racial 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: Rapier (Str+d4, Parry+1), Leathers (+1), Lute.

"And Anvall has no balls at all."

Perform is described on p5 of Wizards and Warriors.

Kavorgh

Orc Warboss
Wild Card
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d8, Vigor d8
Skills: Fighting d10, Intimidation d8, Knowledge (Battle) d6, Notice d6, Shooting d6, Stealth d6, Taunt d6
Charisma: 0; Pace: 6; Parry: 8; Toughness: 9 (2)

Hindrances: Major Habit (Burning down villages).
Edges: Counterattack, First Strike, Command, Command Presence, Fervour, Tactician, Strong Willed, Liquid Courage.

Special Abilities:
• Size +1: Orcs are slightly larger than humans.
• Infravision: Halves penalties for poor light vs.warm targets.

Gear: Chainmail (+2), Battle Axe (Str+d8), Medium Shield (+1 Parry, +2 Armor vs ranged shots that hit).

"The only beer in a hundred miles is in that fort over there. First one over the wall gets the drinks in."

Lizardman Spearfighter

Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills: Climbing, d6, Fighting d6, Notice d6, Swimming d8, Throwing d6, Stealth d8
Charisma: -; Pace: 6; Parry: 7; Toughness: 8 (2)

Edges: Assassin, Block, Extraction
Special Abilities:
• Armour +2: Scales.
• Bite: Str+d4
• Aquatic: +2 to Swimming rolls, Swimming Pace of 8", and cannot drown.

Gear: Throwing Spear (Str+d6, reach 1, Throwing range 3/6/12), Small Shield (+1 Parry)

Norgol

Veteran Irongrave Knight
Wild Card
Attributes: Agility d8, Smarts d6, Spirit d10, Strength d10, Vigor d10
Skills: Fighting d10, Intimidation d6, Knowledge (Battle) d8, Notice d6, Riding d8
Charisma: 0; Pace: 6; Parry: 7; Toughness: 10(3)

Hindrances: Code of Honor, Vow, Stubborn
Edges: Block, Brave, Combat Reflexes, Level Headed

Gear: Plate Armour (+3), Great Axe (Str+d10, -1 Parry, AP1)

"To join the Irongrave? First, you must be buried alive."

Medusa

Wild Card
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d6, Vigor d10
Skills: Fighting d8, Intimidation d10, Notice d10, Stealth d8, Shooting d8
Charisma: +2; Pace: 6; Parry: 6; Toughness: 9(1)

Edges: Level Headed, Marksman

Special Abilities:
• Armour +1: Scales.
• Snake Bite: Str+d4; poison.
• Poison: Snake bite inflicts lethal poison if foe is Shaken or wounded.
• Petrify: The visage of a medusa is deadly to behold. In combat, a character may avert his eyes by taking a penalty to his attack roll. The attacker may take a –1, –2, –4, or –6 penalty to his attack roll (his choice). Whether the attack is successful or
not, he must then make a Spirit roll with a bonus equal to the penalty he took to his attack roll. On a failure, he catches sight of the medusa’s face and is turned to stone—permanently. A character Surprised by a medusa may make an Agility roll at –4 to quickly avert his gaze.
• Size +1: Slightly larger than a normal Human.

Gear: Longbow (Damage 2d6 range 15/30/60)

Skeletal Giant

Attributes: Agility d6, Smarts d4, Spirit d6, Strength d12+5, Vigor d10
Skills: Fighting d8, Intimidation d10, Notice d6, Throwing d8
Pace: 8; Parry: 6; Toughness: 14

Edges: Two Fisted.

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.
• Improved Sweep: Can attack all adjacent foes at no penalty.
• Large: -2 to attack Human-sized foes, they receive +2 to their attacks.
• Size +5: Increases Toughness by +5

Gear: Large maul (Str+d10, Reach 2), Two Handed Sword (Str+d10)

Nova Corp Combat Engineer

Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigour d6
Skills: Shooting d6, Fighting d6, Notice d6, Repair d6, Throwing d6, Stealth d6, Zero-G/Swimming d8
Charisma: 0; Pace: 6 Parry: 5 Toughness: 13(8)

Hindrances: Loyal
Edges: Dodge, Scavenger

Gear: Infantry battle suit (+8, Environmentally Sealed), Assault Blaster(2d8, Range: 12/24/48 RoF 3 Ap2, Auto) with underbarrel RPG launcher(3d8, Range: 24/48/96, RoF 1, AP 20, Heavy weapon, 4 shots), Tool kit, 4 Proximity Grenades (Damage 3d8, Range 5/10/20, Medium Burst Template, Motion sensor starts the next turn after being thrown, placed or remotely activated. Explodes when anything larger than size -4 comes within 4 meters of it.), Remote for the proximity grenades.

"Fire in the Hole."

Nova Corp Combat Medic

Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigour d6
Skills: Shooting d6, Fighting d6, Throwing d6, Notice d8, Stealth d6, Healing d6, Zero-G/Swimming d8
Charisma: 0; Pace: 6 Parry: 5 Toughness: 13(8)
 
Hindrances: Loyal
Edges: Dodge, Healer

Gear: Infantry battle suit (+8, Environmentally Sealed), Assault Blaster(2d8, Range:12/24/48, RoF 3 Ap2, Auto) with underbarrel RPG launcher(3d8, Range:24/48/96, RoF 1, AP 20, Heavy weapon, 4 shots), Medkit(+2 to healing rolls)

"I'm a corpsman, not a neurosurgeon!"

Nova Corp Trooper

Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigour d6
Skills: Shooting d8, Fighting d6, Notice d6, Throwing d6, Stealth d6, Pilot d6, Zero-G/Swimming d8
Charisma: 0; Pace: 6 Parry: 5 Toughness: 13(8)

Hindrances: Loyal
Edges: Dodge, Rock and Roll

Gear: Infantry battle suit (+8, Environmentally Sealed), Assault Blaster(2d8, Range:12/24/48, RoF 3 Ap2, Auto) with underbarrel RPG launcher(3d8, Range:24/48/96, RoF 1, AP 20, Heavy weapon, 4 shots)

"Bugs closing fast, I think they're in the airvents."

Nova Corp Officer

Wild Card
Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6, Vigour d8
Skills: Shooting d8, Fighting d8, Throwing d6,Notice d6, Pilot d6, Zero-G/Swimming d8
Charisma: 0; Pace: 6; Parry: 6; Toughness: 14(8)

Hindrances: Loyal
Edges: Dodge, Command, Hold the Line!, Inspire

Gear: Infantry battle suit (+8, Environmentally Sealed), Assault Blaster(2d8, Range:12/24/48, RoF 3 Ap2, Auto) with underbarrel RPG launcher(3d8, Range:24/48/96, RoF 1, AP 20, Heavy weapon, 4 shots)

"Standard Tactical Diamond. Fire only on visual targets, some of the colonists may have survived."

Garvin Markus

Heroic Nova Corp Lance Corporal
Wild Card
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d8, Vigour d10
Skills: Fighting d8, Shooting d10, Notice d6, Throwing d6, Taunt d6, Stealth d8, Piloting d6, Zero-G/Swimming d8
Charisma: 0; Pace: 6; Parry: 7; Toughness: 15(8)

Hindrances: Heroic, Loyal, Stubborn
Edges: Block, Improved Dodge, Élan, Level Headed, Nerves of Steel

Gear: Infantry battle suit (+8, Environmentally Sealed), Assault Blaster(2d8, Range:12/24/48, RoF 3 Ap2, Auto) with underbarrel RPG launcher(3d8, Range:24/48/96, RoF 1, AP 20, Heavy weapon, 4 shots)

" The helmet stops smells and air currents. I do better without it."