Saturday 15 June 2013

Shoggoth

The Gibbering Awfulness
Attributes: Agility d4, Smarts d6, Spirit d6, Strength d12+12, Vigor d12
Skills: Fighting N/A (automatically hits, 3d6 damage within a MBT), Notice d12, Stealth d6
Pace: 4; Parry: 5; Toughness: 10

Special Abilities:
• Fear -2: The tormenting gibbering.
• Fearless: The Shoggoth is immune to Fear, Intimidation, and Taunts.
• Mr Blobby: +2 to recover from Shaken; no damage from called shots; immune to poison and disease; no Ganging Up bonuses apply; squeeze through openings as small as an inch across; can't be blinded or deafened; ignore all lighting penalties.
• Regeneration: Shoggoths make a Vigor roll each round to heal wounds.
• Size +2
• Slow: Shoggoth move at Pace 4 and can't run.
• Swarm: +2 Parry, immune to most weapons.
• Weakness: Can't regenerate damage from Fire or Acid.

"Fire, Kill it with Fire!"

Stumpy

Unusually small Wood golem
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d4, Stealth d6, Survival d6, Taunt d6, Track d6
Charisma: -; Pace: 8; Parry: 4; Toughness: 5(2)

Special Abilities:
• Armour +2: Solid Wood
• Punch: Str.
• Looks like a treestump: +2 to Stealth in woodland or scrub.
• Tremorsense: Can sense anything within 6" that's in contact with the ground.
• Construct: +2 to recover from Shaken, ignore wound modifiers.
• Size -2: Reduces Toughness by -2.
• Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Knife Doll

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

Hindrance: Bloodthirsty
Edges: Level Headed, Trademark Weapon("The Doll's Knife")

Gear: "The Doll's Knife" (Str+d4)

Special Abilities:
• Armour +1:
Reinforcing inlays.
• Construct: +2 to recover from Shaken, ignore wound modifiers.
• Hear your heart beat: No vision penalties for darkness, invisibility or the like against living targets within 12"
• Immunity: Cold.
• Low Light Vision: No penalties for dim or dark lighting.
• Lightfoot: The doll can jump 2" horizontally from a dead stop or 4" with a run up. A successful Strength test adds 1" plus 1" per raise. Half the horizontal dstance can instead be vertical.
• Weaknesses: Unfortunately flamable, the doll takes double damage from Fire.
• Accupuncture strike: Characters stunned or wounded by an attack by the doll, must make a Vigor roll or be paralysed d4+1 rounds.
• Size -2: Reduces Toughness by -2.
• Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

"There are many other knives like it, but this one is mine. Mine. MINE!"

Wyrmgear

Clockwork Dragon
Wild Card
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d12+8, Vigor d12
Skills: Fighting d12, Intimidation d12, Notice d10, Taunt d8, Throwing d6
Charisma: -; Pace: 7; Parry: 10; Toughness: 24(6)



Hindrances: Major Habit(Refined Oils), Clueless
Edges: Improved Frenzy, Improved Block, Level Headed, Quick, Strong Willed.

Special Abilities:
• Armour +6: Steel Scales.
• Claws/Bite: Str+d8.
• Fear –2: Anyone who sees this engine of destruction must make
a Fear check at –2.
• Greek Fire: Clockwork Dragons breathe fire using the Cone Template. Every target within this cone may make an Agility roll at –2 to avoid the attack. Those who fail suffer 2d10 damage and must check to see if they catch fire. A Clockwork Dragon may not attack with its claws or bite in the round it breathes fire.A Clockwork dragon can only breath fire a d6 times before it needs to refuel its fire syphon.
• Low Light Vision: No penalties for dim or dark lighting.
• Flight: Clockwork Dragons have a Flying Pace of 18”.
• Construct: +2 to recover from Shaken, ignore wound modifiers.
• Size +10: Increases Toughness by +10.
• Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

"Wyrmgear, world soarer, a dragon barely alive. Gentlemen, we can rebuild him. We have the clockwork. We have the capability to build the world's first bionic dragon. Wyrmgear will be that dragon. Better than he was before. Better, stronger, faster!"

Fairy Dragon

Attributes: Agility d12, Smarts d10, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d4, Notice d8, Persuasion d8, Stealth d10, Shooting d6, Spellcasting d10
Charisma: +2; Pace: 4; Parry: 4; Toughness: 5 (1)

Edges: Arcane Background (Magic), Dodge
Spells: Light (dancing lights), Invisibility, Slumber

Special Abilities:
• Armour +1: Scales.
• Bite: Str.
• Low Light Vision: No penalties for dim or dark lighting.
• Flight: Flying Pace of 9".
• Breath Weapon(Hallucinogenic gas): Shooting +2; Targets Shaken and confused; Cone Template; avoid with opposed Smarts roll.
• Immunities: Sleep and paralysis.
• Size -2: Reduces Toughness by -2.
• Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Yu Noh Divinator

Novice Mascot Creature Archaeologist
Wild Card
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d4, Vigor d6
Skills: Climbing d8,Fighting d6, Knowledge(Arcane)d6, Knowledge(Archaeology)d6, Persuasion d6, Spellcasting d6, Stealth d6, Taunt d6 
Charisma: +2; Pace: 5; Parry: 6; Toughness: 5(1) 

Hindrances: Heroic, Loyal, Vow(Collect all the Macguffins)
Edges: Arcane Background(Magic), Hard to Kill
Spells: (10 Power Points) Barrier, Detect/Conceal Arcana, Healing

Gear: A collar with a gem on a pendant.(+1)

Special Abilities:
• Bite: Str.
• Low Light Vision: No penalties for dim or dark lighting.
• Size -2: But surprisingly tough, reduces Toughness by -1.
• Small: +2 to attack medium-sized foes, they receive -2 to their attacks.
• Limited Leverage: Str no more than d6, has problems manipulating things larger than a glove puppet could.

"Brave Heart, Commence Wide Area Search."

Talking Animal Mascot

Racial Abilities:
• Bite: Str.
• Low Light Vision: No penalties for dim or dark lighting.
• Cute: +2 Charisma.
• Mentor: Start with Arcane Background(Magic). Spellcasting and Knowledge(Arcane) start at d6.
• Small: +2 to attack medium-sized foes, they receive -2 to their attacks.
• Limited Leverage: Str no more than d6, have problems manipulating things a glove puppet couldn't.
• Size -2: But surprisingly tough, reduces Toughness by -1.
• Pace 5

Ferret, Stoat or Otter

Attributes: Agility d10, Smarts d6 (A), Spirit d8, Strength d4, Vigor d6
Skills: Fighting d4, Swimming d10
Charisma: -; Pace: 5; Parry: 4; Toughness: 3

Special Abilities:
• Bite: Str.
• Low Light Vision: No penalties for dim or dark lighting.
• Aquatic: Swimming Pace of 10", and cannot drown.
• Size -2: Reduces Toughness by -2.
• Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Wolf or Dog


Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Notice d10, Track d6
Pace: 8; Parry: 5; Toughness: 4

Special Abilities:
• Bite:
Str+d4.
• Fleet-Footed: Roll a d10 when running instead of a d6.
• Go for the Throat: Wolves instinctively go for an opponent’s soft spots. With a raise on its attack roll, it hits the target’s most weakly armored location.
• Size -1: Reduces toughness.

Cat

Attributes: Agility d10, Smarts d6 (A), Spirit d8, Strength d4, Vigor d6
Skills: Fighting d4, Climbing d6, Notice d6, Stealth d8
Charisma: -; Pace: 6; Parry: 5; Toughness: 3

Edges: Acrobat

Special Abilities:
• Bite/Claw:
Str.
• Low Light Vision: No penalties for dim or dark lighting.
• Size -2: Reduces Toughness by -2.
• Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Bat

Attributes: Agility d10, Smarts d6 (A), Spirit d8, Strength d4, Vigor d4
Skills: Fighting d4, Notice d6
Charisma: -; Pace: -; Parry: 4; Toughness: 2

Special Abilities:
• Bite:
Str.
• Low Light Vision: No penalties for dim or dark lighting.
• Echolocation: Can sense things within 4" that can't be seen, as if in dark lighting.
• Flight: Flying Pace of 7".
• Size -2: Reduces Toughness by -2.
• Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Devona

Seasoned Wizard
Wild Card
Attributes: Agility d6, Smarts d10, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Healing d6, Notice d6, Persuasion d6, Riding d6, Spellcasting d10, Taunt d4
Charisma: 0; Pace: 6; Parry: 6; Toughness: 7(2)

Hindrances: Code of Honor, Loyal, Quirk(relates everything to horsey metaphors) 

Edges: Arcane Background (Magic), Beast Bond, Connections, Power Surge, Wizard  
Powers: Armor, Blast, Light/Obscure

Gear: Chainmail (+2), Spear (Str+d6, Parry +1, Reach 1, 2 hands)

"And then we ride the goblin blighters down and give them a good solid thrashing."