Novice Human Ranger
Wild Card
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d6, Riding d4, Shooting d6, Stealth d6, Survival d8, Tracking d8
Charisma: -; Pace: 6; Parry: 5; Toughness: 6 (1)
Hindrances: Heroic, Quirk(Can't sleep indoors), All Thumbs
Edges: Beast Master(Wolf), Woodsman
Gear: Leather armour (+1), short sword (Str+d6), bow (Shooting; range 12/24/48; 2d6)
Monday, 17 June 2013
Fire Sprite
Attributes: Agility d10, Smarts d4, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d6, Notice d6, Stealth d6, Throwing d4, Spellcasting d6
Charisma: -; Pace: 6; Parry: 5; Toughness: 5 (1)
Hindrance: Major Habit(Setting things on fire.), Clueless
Edges: Arcane Background (Magic), Dodge, Quick
Powers: Elemental Control (Fire), Damage Field(Fire)
Special Abilities:
• Armour +1: Protecing Flames.
• Flaming Fists: Str+d4.
• Flight: Flying Pace of 7".
• Fire Breath Weapon: Shooting; 2d6; Cone Template; avoid with opposed Agility roll.
• Immunity: Fire.
• Weakness: Cold (double damage).
• Size -2: Reduces Toughness by -2.
Skills: Fighting d6, Notice d6, Stealth d6, Throwing d4, Spellcasting d6
Charisma: -; Pace: 6; Parry: 5; Toughness: 5 (1)
Hindrance: Major Habit(Setting things on fire.), Clueless
Edges: Arcane Background (Magic), Dodge, Quick
Powers: Elemental Control (Fire), Damage Field(Fire)
Special Abilities:
• Armour +1: Protecing Flames.
• Flaming Fists: Str+d4.
• Flight: Flying Pace of 7".
• Fire Breath Weapon: Shooting; 2d6; Cone Template; avoid with opposed Agility roll.
• Immunity: Fire.
• Weakness: Cold (double damage).
• Size -2: Reduces Toughness by -2.
Gnoll Archer
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d10, Vigor d8
Skills: Fighting d6, Notice d8, Shooting d8, Stealth d6, Survival d6, Throwing d4, Tracking d10
Charisma: -; Pace: 6; Parry: 7; Toughness: 10 (3)
Edges: Marksman, Quick Draw, Woodsman.
Gear: Chainmail(+2), Longbow (2d6, Range: 15/30/60, RoF 1), Short sword(Str+d6)
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.
"Six goblins on foot and two on riding lizards, three or four hours ago, one of the goblins is lame from wearing oversized boots.", sniff, "Another is an alchemist. If we pace ourselves ,we can catchup with them after dark. Goblins always light oversized fires."
Skills: Fighting d6, Notice d8, Shooting d8, Stealth d6, Survival d6, Throwing d4, Tracking d10
Charisma: -; Pace: 6; Parry: 7; Toughness: 10 (3)
Edges: Marksman, Quick Draw, Woodsman.
Gear: Chainmail(+2), Longbow (2d6, Range: 15/30/60, RoF 1), Short sword(Str+d6)
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.
"Six goblins on foot and two on riding lizards, three or four hours ago, one of the goblins is lame from wearing oversized boots.", sniff, "Another is an alchemist. If we pace ourselves ,we can catchup with them after dark. Goblins always light oversized fires."
Ettin
Attributes: Agility d6, Smarts d4, Spirit d8, Strength d12+2, Vigor d10
Skills: Fighting d8, Intimidate d6, Notice d10, Stealth d6, Throwing d6, Tracking d6
Charisma: -; Pace: 7; Parry: 6; Toughness: 11 (1)
Edges: Ambidexterous, Level Headed, Two-Fisted.
Gear: Furs( +1), Large Clubs (Str+d8)
Special Abilities:
• Infravision: Halves penalties for poor light vs.warm targets.
• Size +3: Increases Toughness by +3.
"Let me do the talking."
"No, Let me."
"I know, we'll let our clubs do the talking."
Skills: Fighting d8, Intimidate d6, Notice d10, Stealth d6, Throwing d6, Tracking d6
Charisma: -; Pace: 7; Parry: 6; Toughness: 11 (1)
Edges: Ambidexterous, Level Headed, Two-Fisted.
Gear: Furs( +1), Large Clubs (Str+d8)
Special Abilities:
• Infravision: Halves penalties for poor light vs.warm targets.
• Size +3: Increases Toughness by +3.
"Let me do the talking."
"No, Let me."
"I know, we'll let our clubs do the talking."
Fire Giant Jarl
Wild Card
Attributes: Agility d6, Smarts d8, Spirit d10, Strength d12+6, Vigor d12
Skills: Fighting d10, Intimidation d10, Knowledge(Battle) d8, Notice d6, Repair d10, Throwing d6
Pace: 8 ; Parry: 7; Toughness: 16(3)
Hindrances: Overconfident, Loyal
Edges: Ambidexterous, Command, Command Presence, Improvisational Fighter, Level Headed, Natural Leader, Strong Willed, Tactician, Two-Fisted.
Gear: Brass and Steel Plate(+3) Giant Longsword (Str+d8, AP 2), Armoured Fist (Str+d4), an Incendiary (Thrown, 2d10 Fire damage, Ignores Armour, Medium Burst Template, Grenade)
Special Abilities:
• Immunity: Fire giants are immune to heat and all flame and fire-based attacks and effects.
• Large: -2 to attack Human-sized foes, they receive +2 to their attacks.
• Size +5: Increases Toughness by +5
• Weakness: Fire giants are vulnerable to cold attacks, taking double damage from them.
"Attack pattern Uruz"
Attributes: Agility d6, Smarts d8, Spirit d10, Strength d12+6, Vigor d12
Skills: Fighting d10, Intimidation d10, Knowledge(Battle) d8, Notice d6, Repair d10, Throwing d6
Pace: 8 ; Parry: 7; Toughness: 16(3)
Hindrances: Overconfident, Loyal
Edges: Ambidexterous, Command, Command Presence, Improvisational Fighter, Level Headed, Natural Leader, Strong Willed, Tactician, Two-Fisted.
Gear: Brass and Steel Plate(+3) Giant Longsword (Str+d8, AP 2), Armoured Fist (Str+d4), an Incendiary (Thrown, 2d10 Fire damage, Ignores Armour, Medium Burst Template, Grenade)
Special Abilities:
• Immunity: Fire giants are immune to heat and all flame and fire-based attacks and effects.
• Large: -2 to attack Human-sized foes, they receive +2 to their attacks.
• Size +5: Increases Toughness by +5
• Weakness: Fire giants are vulnerable to cold attacks, taking double damage from them.
"Attack pattern Uruz"
Fire Giant Trooper
Attributes: Agility d6, Smarts d8, Spirit d8, Strength d12+6, Vigor d12
Skills: Fighting d8, Intimidation d10, Notice d6, Repair d10, Throwing d6
Pace: 8 ; Parry: 6; Toughness: 15(2)
Hindrances: Overconfident, Loyal
Edges: Ambidexterous, Two-Fisted, Improvisational Fighter, Strong Willed.
Gear: Partial Brass and Steel Plate(+2) Giant Longsword: (Str+d8, AP 2), Armoured Fist(Str+d4), an Incendiary (Thrown, 2d10 Fire damage, Ignores Armour, Medium Burst Template, Grenade)
Special Abilities:
• Immunity: Fire giants are immune to heat and all flame and fire-based attacks and effects.
• Large: -2 to attack Human-sized foes, they receive +2 to their attacks.
• Size +5: Increases Toughness by +5
• Weakness: Fire giants are vulnerable to cold attacks, taking double damage from them
• Antivermin Flails: Instead of making normal attacks the Fire Giant trooper can make a sweep attack against all targets within 1 inch doing 2d8 damage.
"We have secured the perimeter, sir."
Skills: Fighting d8, Intimidation d10, Notice d6, Repair d10, Throwing d6
Pace: 8 ; Parry: 6; Toughness: 15(2)
Hindrances: Overconfident, Loyal
Edges: Ambidexterous, Two-Fisted, Improvisational Fighter, Strong Willed.
Gear: Partial Brass and Steel Plate(+2) Giant Longsword: (Str+d8, AP 2), Armoured Fist(Str+d4), an Incendiary (Thrown, 2d10 Fire damage, Ignores Armour, Medium Burst Template, Grenade)
Special Abilities:
• Immunity: Fire giants are immune to heat and all flame and fire-based attacks and effects.
• Large: -2 to attack Human-sized foes, they receive +2 to their attacks.
• Size +5: Increases Toughness by +5
• Weakness: Fire giants are vulnerable to cold attacks, taking double damage from them
• Antivermin Flails: Instead of making normal attacks the Fire Giant trooper can make a sweep attack against all targets within 1 inch doing 2d8 damage.
"We have secured the perimeter, sir."
Fire Giant Huntress
Attributes: Agility d6, Smarts d8, Spirit d10, Strength d12+6, Vigor d12
Skills: Fighting d8, Intimidation d10, Notice d8, Spellcasting d6, Stealth d6, Survival d8, Throwing d10, Tracking d8
Pace: 8 ; Parry: 8; Toughness: 15(2)
Hindrances: Overconfident, Loyal
Edges: Block, Strong Willed, Woodsman
Gear: Partial Brass and Steel Plate(+2) Giant Spear(Str+d6, +1 Parry, Reach 3, AP 2, two handed)
Special Abilities:
• Immunity: Fire giants are immune to heat and all flame and fire-based attacks and effects.
• Large: -2 to attack Human-sized foes, they receive +2 to their attacks.
• Size +5: Increases Toughness by +5
• Fleet: d10 running die.
• Weakness: Fire giants are vulnerable to cold attacks, taking double damage from them.
• Soulshifting: As an action, the Fire Giant Huntress can change into a falcon with a successful Spellcasting roll. Changing back to her normal form requires a second action and spellcasting roll.
"You can run. Hide, we shall see about that."
Skills: Fighting d8, Intimidation d10, Notice d8, Spellcasting d6, Stealth d6, Survival d8, Throwing d10, Tracking d8
Pace: 8 ; Parry: 8; Toughness: 15(2)
Hindrances: Overconfident, Loyal
Edges: Block, Strong Willed, Woodsman
Gear: Partial Brass and Steel Plate(+2) Giant Spear(Str+d6, +1 Parry, Reach 3, AP 2, two handed)
Special Abilities:
• Immunity: Fire giants are immune to heat and all flame and fire-based attacks and effects.
• Large: -2 to attack Human-sized foes, they receive +2 to their attacks.
• Size +5: Increases Toughness by +5
• Fleet: d10 running die.
• Weakness: Fire giants are vulnerable to cold attacks, taking double damage from them.
• Soulshifting: As an action, the Fire Giant Huntress can change into a falcon with a successful Spellcasting roll. Changing back to her normal form requires a second action and spellcasting roll.
"You can run. Hide, we shall see about that."
Dark Fairy
Attributes: Agility d10, Smarts d6, Spirit d10, Strength d6, Vigor d8
Skills: Fighting d6, Notice d8, Stealth d12, Spellcasting d10, Taunt d8
Charisma: 0; Pace: 4; Parry: 5; Toughness: 6 (1)
Hindrances: Curious, Mean
Edges: Arcane Background (Magic), Brawny, Dodge
Powers: (Uses the No Power Points rules) Confusion, Curse, Deflection (forcefield), Dispel, Entangle, Mind Reading
Special Abilities:
• Low Light Vision: No penalties for dim or dark lighting.
• Flight: Flying Pace of 9".
• Size -2: Reduces Toughness by -2.
• Small: +2 to attack medium-sized foes, they receive -2 to their attacks.
Gear: Very small combat leathers(+1), Spear (Str+d6,Parry +1, Reach+1, 2 hands)
"He he he he he."
Bless/Curse is in the Fantasy Companion p30
Skills: Fighting d6, Notice d8, Stealth d12, Spellcasting d10, Taunt d8
Charisma: 0; Pace: 4; Parry: 5; Toughness: 6 (1)
Hindrances: Curious, Mean
Edges: Arcane Background (Magic), Brawny, Dodge
Powers: (Uses the No Power Points rules) Confusion, Curse, Deflection (forcefield), Dispel, Entangle, Mind Reading
Special Abilities:
• Low Light Vision: No penalties for dim or dark lighting.
• Flight: Flying Pace of 9".
• Size -2: Reduces Toughness by -2.
• Small: +2 to attack medium-sized foes, they receive -2 to their attacks.
Gear: Very small combat leathers(+1), Spear (Str+d6,Parry +1, Reach+1, 2 hands)
"He he he he he."
Bless/Curse is in the Fantasy Companion p30
Goblin Warchanter
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d4, Vigor d6
Skills: Fighting d6, Notice d4, Perform d8, Riding d8, Stealth d8, Swimming d6
Charisma: -; Pace: 5; Parry: 5; Toughness: 5 (1)
Edges: AB(Miracles), Troubadour, Two-Fisted
Spells:(10 Power Points) Boost Trait (Strength, Pace, Parry or Toughness), Fear
Gear: Leather vest (+1), Dogslicer (Str+d6, no penalties for d4 strength if used twohanded), Whip (Str+d4, Reach 1, Can grapple at reach.)
Special Abilities:
• Darkvision: No vision penalties for darkness (range 12").
• Size -1: Reduces Toughness by -1.
• Infravision: Goblins halve penalties for dark lighting against living targets (round down).
• Racial Enemy: Dogs
Troubadour and Perform are described on p4-5 of Wizards and Warriors.
Skills: Fighting d6, Notice d4, Perform d8, Riding d8, Stealth d8, Swimming d6
Charisma: -; Pace: 5; Parry: 5; Toughness: 5 (1)
Edges: AB(Miracles), Troubadour, Two-Fisted
Spells:(10 Power Points) Boost Trait (Strength, Pace, Parry or Toughness), Fear
Gear: Leather vest (+1), Dogslicer (Str+d6, no penalties for d4 strength if used twohanded), Whip (Str+d4, Reach 1, Can grapple at reach.)
Special Abilities:
• Darkvision: No vision penalties for darkness (range 12").
• Size -1: Reduces Toughness by -1.
• Infravision: Goblins halve penalties for dark lighting against living targets (round down).
• Racial Enemy: Dogs
Troubadour and Perform are described on p4-5 of Wizards and Warriors.
Goblin Dogslicer
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d4, Vigor d6
Skills: Climbing d6, Fighting d8, Notice d4, Riding d8, Stealth d8, Swimming d6, Throwing d6
Charisma: -; Pace: 5; Parry: 7; Toughness: 4 (1)
Edges: Berserk, Quick, Combat Reflexes
Gear: Leather vest (+1), Dogslicer (Str+d6, no penalties for d4 strength), Torch
Special Abilities:
• Darkvision: No vision penalties for darkness (range 12").
• Size -1: Reduces Toughness by -1.
• Infravision: Goblins halve penalties for dark lighting against living targets (round down).
• Racial Enemy: Dogs
• Dog-Sniff-Hate: The smell of canines causes Dogslicers to make a Smarts roll or go Berserk.
Skills: Climbing d6, Fighting d8, Notice d4, Riding d8, Stealth d8, Swimming d6, Throwing d6
Charisma: -; Pace: 5; Parry: 7; Toughness: 4 (1)
Edges: Berserk, Quick, Combat Reflexes
Gear: Leather vest (+1), Dogslicer (Str+d6, no penalties for d4 strength), Torch
Special Abilities:
• Darkvision: No vision penalties for darkness (range 12").
• Size -1: Reduces Toughness by -1.
• Infravision: Goblins halve penalties for dark lighting against living targets (round down).
• Racial Enemy: Dogs
• Dog-Sniff-Hate: The smell of canines causes Dogslicers to make a Smarts roll or go Berserk.
Goblin Archer
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d4, Vigor d6
Skills: Fighting d4, Notice d6, Riding d8, Stealth d8, Swimming d6, Shooting d8
Charisma: -; Pace: 5; Parry: 4; Toughness: 4 (1)
Edges: Assassin, Level Headed, Dead Shot
Gear: Leather vest (+1), Dagger (Str+d4), short bow (Shooting; range 12/24/48; 2d6)
Special Abilities:
• Darkvision: No vision penalties for darkness (range 12").
• Size -1: Reduces Toughness by -1.
• Infravision: Goblins halve penalties for dark lighting against living targets (round down).
• Racial Enemy: Dogs
Skills: Fighting d4, Notice d6, Riding d8, Stealth d8, Swimming d6, Shooting d8
Charisma: -; Pace: 5; Parry: 4; Toughness: 4 (1)
Edges: Assassin, Level Headed, Dead Shot
Gear: Leather vest (+1), Dagger (Str+d4), short bow (Shooting; range 12/24/48; 2d6)
Special Abilities:
• Darkvision: No vision penalties for darkness (range 12").
• Size -1: Reduces Toughness by -1.
• Infravision: Goblins halve penalties for dark lighting against living targets (round down).
• Racial Enemy: Dogs
Goblin Arsonist
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Notice d4, Riding d8, Stealth d10, Swimming d6, Shooting d6
Charisma: -; Pace: 5; Parry: 5; Toughness: 4 (1)
Edges: Assassin, Quick, Improved Extraction
Gear: Leather vest (+1), Dogslicer (Str+d6, no penalties for d4 strength), Torch
Special Abilities:
• Darkvision: No vision penalties for darkness (range 12").
• Size -1: Reduces Toughness by -1.
• Infravision: Goblins halve penalties for dark lighting against living targets (round down).
• Racial Enemy: Dogs
Skills: Fighting d6, Notice d4, Riding d8, Stealth d10, Swimming d6, Shooting d6
Charisma: -; Pace: 5; Parry: 5; Toughness: 4 (1)
Edges: Assassin, Quick, Improved Extraction
Gear: Leather vest (+1), Dogslicer (Str+d6, no penalties for d4 strength), Torch
Special Abilities:
• Darkvision: No vision penalties for darkness (range 12").
• Size -1: Reduces Toughness by -1.
• Infravision: Goblins halve penalties for dark lighting against living targets (round down).
• Racial Enemy: Dogs
Goblin Spearcarl
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d8, Notice d4, Riding d8, Stealth d6, Swimming d6
Charisma: -; Pace: 5; Parry: 7; Toughness: 6 (1)
Edges: Assassin, Brawny, Combat Reflexes, Harder to Kill
Gear: Leather vest (+1), Spear (Str+d6, Parry +1, Reach +1, 2 hands)
Special Abilities:
• Darkvision: No vision penalties for darkness (range 12").
• Size -1: Reduces Toughness by -1.
• Infravision: Goblins halve penalties for dark lighting against living targets (round down).
• Racial Enemy: Dogs
Skills: Fighting d8, Notice d4, Riding d8, Stealth d6, Swimming d6
Charisma: -; Pace: 5; Parry: 7; Toughness: 6 (1)
Edges: Assassin, Brawny, Combat Reflexes, Harder to Kill
Gear: Leather vest (+1), Spear (Str+d6, Parry +1, Reach +1, 2 hands)
Special Abilities:
• Darkvision: No vision penalties for darkness (range 12").
• Size -1: Reduces Toughness by -1.
• Infravision: Goblins halve penalties for dark lighting against living targets (round down).
• Racial Enemy: Dogs
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