Tuesday, 18 June 2013

Ghoul Queen

Wild Card
Attributes:
Agility d8, Smarts d8, Spirit d10, Strength d8, Vigor d8
Skills: Fighting d8, Intimidation d8, Knowledge(Things man was not meant to know) d8, Notice d6, Persuasion d12+1, Riding d6, Stealth d6
Charisma: +6; Pace: 6; Parry: 5, 6 if not using Bastard sword; Toughness: 7(1)

Hindrances: Bloodthirsty, Cautious, Minor Habit(Compulsive Backstabbing Disorder)
Edges: Charismatic, Command, Fervor, Hold the Line, Harder to Kill, Natural Leader, Very Attractive

Gear: Bizarre Bone thing (+1), Skimpy costume, Bastard Sword (Str+d8, Parry –1, can be wielded in two hands for +1 damage)

Special Abilities:
• Femme Fatale:
The queen may use Persuasion as a Test of Will against members of the opposite sex, pitting their looks and charm against a foe’s Smarts. She may add Charisma bonuses to her roll.
• Life Drain: If the queen kisses someone, the victim must make a Vigor roll opposed by the Queen’s Spirit or lose one die of Vigor. If Vigor drops to zero, the queen has drained the victim’s life force, killing him. Assuming the victim survives, lost Vigor returns at the rate of one die per day. Each die of Vigor keeps the queen youthful for a year and restores a power point.
• Lure: The Queen’s unearthly beauty is hard to resist. She can use the puppet power using her Spirit as her arcane skill. She has 15 power points for this.
• Immune: Radiation, Poison and Diseases, including Mummy Rot.

"You may call me Hathor, that might please me."

Ape-X

Experimental Cyborg
Wild Card
Attributes:
Agility d8, Smarts d8, Spirit d8, Strength d12+2, Vigor d12+2
Skills: Climbing d6, Fighting d8, Intimidation d8, Notice d6, Repair d6, Shooting d6, Stealth d8, Throwing d8
Pace: 8; Parry: 6; Toughness: 12(2)

Edges: Danger Sense, Luck, Frenzy, Scavenger

Gear: Chaingun (Range:50/100/200 Damage:3d6 Rof:4 AP 2, Auto, Snapfire), Powerfist (Str+2d6, AP4)

Special Abilities:
• Armour+2:
Subdermal plates.
• Size +2:
• Construct: +2 to recover from Shaken, ignore wound modifiers.
• Low Light Vision: No penalties for dim or dark lighting.

Grendel

Attributes: Agility d8, Smarts d4, Spirit d6, Strength d12+2, Vigor d12
Skills: Fighting d8, Notice d6, Tracking d6, Swimming d10
Charisma: -; Pace: 6; Parry: 6; Toughness: 16 (2)

Edges: Alertness, Combat reflexes, Brawny, Improved Tough as Nails, Strong Willed, Mighty Blow

Gear: Greatclub (Str+d10, 2 hands)

Special Abilities:
• Armour +2:
Scales.
• Claws: Str+d4.
• Bite: Str+d6.
• Aquatic:
Pace 10, and can breath both air and water.
• Low Light Vision: No penalties for dim or dark lighting.
• Size +3: Increases Toughness by +3
• Weakness Sunlight: If Exposed to Sunlight a grendel must succeed in a Vigor check each round or turn to stone.

Creature of Blood Reef

Wild Card
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d8
Skills: Fighting d8, Guts d6, Intimidation d6, Notice d8, Shooting d6, Throwing d8
Pace: 6; Parry: 6; Toughness: 8(2)

Edges: Combat Reflexes, First Strike, Hard to Kill, Harder to Kill, Sweep, No Mercy

Special Abilities:
Aquatic:
Swim at Pace 8 and can breathe both air and water.
Armor +2: Tough scales.
Bite/Claw: Str+d8.
Horrid Stench: The Creature gives off a terribly smell; it ruins it's ability to sneak up on victims, but does tend to make them ill.  Creatures coming within 3" make a Vigor roll. Failure means they are Shaken and take a Fatigue level. Success means they just take the Fatigue level; A raise and there is no effect. Fatigue lost to the smell returns with 5 minutes of fresh air or clean water.

Tiik Herder

Attributes: Agility d8, Smarts d8, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d8, Gambling d8, Intimidation d10, Notice d8, Stealth d6, Survival d6, Swimming d12, Shooting d4, Tracking D6
Charisma: -; Pace: 6; Parry: 6; Toughness: 7(1)

Edges: Beastmaster(Sea Lion), Woodsman

Special Abilities:
• Armour +1:
Scales
• Aquatic: Pace 10, and cannot drown..
• Claws: Str+d6
• Low Light Vision: Sea Lions ignore penalties for Dim and Dark lighting.
• Lure: Some Tiik have bioluminescent lures that provide dim light within 6".
• Dehydration: Tiik must immerse themselves in water (salt or fresh) at least 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.

Sea Lion

Attributes: Agility d8, Smarts d6 (A), Spirit d10, Strength d12, Vigor d8
Skills: Fighting d8, Notice d8
Pace: 8; Parry: 6; Toughness: 8(1)

Edges: Improved Frenzy, Hard as Nails.

Special Abilities:
• Armor +1:  Scales

• Bite: Str+d6.
• Low Light Vision: Sea Lions ignore penalties for Dim and Dark lighting.
• Size +2: Male lions can weigh over 500 pounds.
• Aquatic: Swimming pace 10. Drowns if out of water.

Tiik Warrior

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d10, Vigor d8
Skills: Fighting d8, Gambling d8, Intimidation d10, Notice d8, Stealth d6, Survival d6, Swimming d12, Shooting d4
Charisma: -; Pace: 6; Parry: 6; Toughness: 7(1)

Edges: Berserk, Two Fisted

Special Abilities:
• Armour +1: Scales
• Aquatic:
Pace 10, and cannot drown..
• Claws: Str+d6
• Low Light Vision: Sea Lions ignore penalties for Dim and Dark lighting.
• Lure: Some Tiik have bioluminescent lures that provide dim light within 6".
• Dehydration: Tiik must immerse themselves in water (salt or fresh) at least 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.

Tiik Champion

Wild Card
Attributes:
Agility d8, Smarts d6, Spirit d6, Strength d10, Vigor d12
Skills: Fighting d10, Gambling d10, Intimidation d10, Knowledge(Battle)d10, Notice d8, Stealth d6, Survival d6, Swimming d12, Shooting d4
Charisma: +2; Pace: 6; Parry: 6; Toughness: 10(2)

Edges: Ambidexterous, Berserk, Command, No Mercy, Two Fisted, Tactican

Special Abilities:
• Scales: Armor+2
• Aquatic: Pace 10, and cannot drown..
• Claws: Str+d6
• Low Light Vision: Sea Lions ignore penalties for Dim and Dark lighting.
• Dehydration: Tiik must immerse themselves in water (salt or fresh) at least 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.

Petit Mort

Attributes: Agility d10, Smarts d8, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d8, Intimidation d6, Notice d6, Knowledge (Things man was not meant to know) d8, Persuasion d6, Spellcasting d6, Stealth d8
Pace: 4; Parry: 6; Toughness: 6(2)

Edges: Arcane Background (Magic)
Powers: (10 Power Points) Detect Arcana, Obscure, Teleport

Gear: Hooded Robe (+2), Small Halberd (Str+d6, Reach 1, 2hands)

Special Abilities:
• Arcane Resistance:
+2 Armor against damage causing powers and +2 on trait rolls to resist opposed powers.
• Claws: Str+d4.
• Demon: +2 to recover from being Shaken; Immune to poison and disease; Half-damage from nonmagical attacks except for cold iron.
• Extraplanar: Not native to the material plane, and can be targeted by Banish.
• Dark Advice: If adjacent to it's master, it can grant it's master +1 to Ritual Magic, Spellcasting and Weird Science rolls.
• Size -1: Reduces Toughness by -1.
• Weakness (Cold Iron): Takes normal damage from cold iron weapons.
• Evil: Affected by powers and abilities that work on evil creatures.

Innkeeper

Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Knowledge (Brewery) d6, Notice d8, Persuasion d6, Throwing d6
Pace: 6; Parry: 5; Toughness: 6

Edge: Brawny, Connections, Followers, Liquid Courage

Gear: Dagger (Str+d4, Range:3/6/12), Tavern.

"I've got some fine looking waitresses, don't I?"

Demonic Knight

Attributes: Agility d8, Smarts d10, Spirit d10, Strength d12+2, Vigor d12
Skills: Fighting d8, Intimidation d12, Climbing d8, Notice d12, Knowledge (Planes) d12, Persuasion d12, Repair d10, Stealth d8, Survival d12, Spellcasting d12
Charisma: +2; Pace: 5; Parry: 7; Toughness: 11 (3)

Gear: Longsword (Str+d8), Plate Armour (+3), Medium Shield  (+1 Parry, +2 Armor to ranged shots that hit)

Edges: Alertness, Arcane Background (Miracles), Command, Fervor, Sweep, Unholy Warrior
Powers: (15 Power Points) Detect Arcana (see invisibility), Dispel, Fear

Special Abilities:
• Low Light Vision:
No penalties for dim or dark lighting.
• Extraplanar: Not native to the material plane, and can be targeted by Banish.
• Hell's Guard: Anyone slain by this creature arise the next round as a zombie under its control.
• Evil: Affected by powers and abilities that work on evil creatures.

Winged Serpent

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

Edges: Dodge, Quick

Special Abilities:
• Bite:
Str+d4, Poison.
• Poison: Bites inflict lethal poison if foe is shaken or wounded.
• Flight: Flying Pace of 8".
• Size –2
• Small: Anyone attacking a snake must subtract 2 from his attack rolls.

Witchfire

Attributes: Agility d12+2, Smarts d8, Spirit d10, Strength d6, Vigor d6
Skills: Fighting d8, Intimidation d12, Notice d8, Stealth d6, Throwing d6, Spellcasting d12
Charisma: +2; Pace: -; Parry: 6; Toughness: 7

Edges: Arcane Background (Magic), Improved Dodge
Powers: Damage Field (Fire), Lower Trait (Strength), Invisibility

Special Abilities:
• Burning Touch:
Str+d4; Ignores armor; witchflame.
• Witchflame bolt: (Throwing; range 3/6/12; 2d6+witchflame)
• Witchflame: If target is shaken or wounded, it is shrouded in crawling spiritual flames, equal to a Light spell for 1d6 rounds and must make a Vigor check against radiation.
• Soulvision: No vision penalties for darkness.
• Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers.
• Flight: Flying Pace of 8".
• Immunity: Fire.

Owlbear

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

Edges: Alertness, Berserk, Hard as Nails, Quick

Special Abilities:
• Claws:
Str+d6; grab.
• Bite: Str+d6.
• Low Light Vision: No penalties for dim or dark lighting..
• Bear Hug: Pin your opponent if you hit with a raise.
• Hardy: A second Shaken result doesn't become a wound.
• Size +2: Increases Toughness by +2.
• Pounce: Can leap 1d6" to gain +4 attack and damage and -2 Parry.
• Twisted Instincts: If an Owlbear is frightened, it tests to see if it goes Berserk as if itt were wounded.

"Grr-Woo, Grrrr-Woo"

Griffon

Attributes: Agility d10, Smarts d6, Spirit d8, Strength d10, Vigor d12
Skills: Fighting d8, Intimidation d8, Notice d10, Repair d4, Stealth d6, Tracking d6
Charisma: +1; Pace: 6; Parry: 6; Toughness: 10

Edges: Brave, Champion, Danger Sense, Giant Killer, Improved Frenzy, Strong Willed

Special Abilities:
• Bite:
Str+d6.
• Talons: Str+d6.
• Low Light Vision: No penalties for dim or dark lighting.
• Grapple: If a griffin gets a raise while performing a grapple against a smaller target, it has knocked its foe to the ground and pinned it with its paws. Bite attacks against a pinned foe are made at +2.
• Swoop: Can gain +1d10 attack and damage and -2 Parry by making a dive attack when first moving adjacent to foe.
• Flight: Flying Pace of 12".
• Size +2: Increases Toughness by +2.

"Letting someone ride you? Only if you are married. Otherwise just isn't done dear fellow. Carrying people in your claws is another matter, though."

Fire Giant Doppelsoldat

Attributes: Agility d6, Smarts d6, Spirit d10, Strength d12+8, Vigor d12
Skills: Fighting d10, Intimidation d10, Notice d6, Repair d10, Throwing d6
Pace: 8 ; Parry: 7; Toughness: 17(3)

Hindrances: Overconfident, Loyal
Edges: Berzerk, Brawny, Giant Killer, Improved Sweep, Liquid Courage, Strong Willed

Gear: Brass and Steel Plate(+3) Giant Greatsword: (Str+d10, AP 3, Reach 2, Two Handed, Heavy Weapon)

Special Abilities:
• Armor +2:
Thick, tough skin.
• 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.

"I'm all fired up!"

Kagunk

Ogre Boss
Wild Card
Attributes:
Agility d6, Smarts d8, Spirit d6, Strength d12+3, Vigor d12
Skills: Fighting d8, Climbing d10, Notice d6, Stealth d12+1, Throwing d10
Charisma: -; Pace: 7; Parry: 6; Toughness: 17 (4)

Edges: Berserk , Command 

Gear: Spikedclub (Str+d8), Improvised Armor (+2), large Shield.

Special Abilities:
• Armour +2:
Natural armour.
• Low Light Vision: No penalties for dim or dark lighting.
• Darkvision: No vision penalties for darkness with a range of 12".
• Toughness: +1 Toughness.
• Size +4: Increases Toughness by +4.
• Large: -2 to attack medium-sized foes, they receive +2 to their attacks.
• Improvised Fanaticism: Kagunk's Size+2 or smaller minions within 1 inch are treated as if they were Fanatics. Whether they like it or not, if they are in grabbing range they get thrown, shoved or tripped into the way of attacks.

Hydra of Lerna

Wild Card
Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d12, Vigor d12
Skills: Fighting d6, Notice d10, Swimming d10, Shooting d6
Charisma: -; Pace: 5; Parry: 5; Toughness: 15 (2)

Edges: Combat Reflexes, Nerves of Steel, Strong Willed

Special Abilities:
• Armour +2: Scales.
• Bite: Str+d8, reach 1, poison.
• Breath Weapon: Poison (Shooting +2; Lethal Poison; Cone Template; avoid with opposed Agility roll).
• Aquatic: Swimming Pace of 10", and cannot drown.
• Size +5: Increases Toughness by +5.
• Large: -2 to attack medium-sized foes, they receive +2 to their attacks.
• Immunities: Disease and poison.
• Multiple heads: May either Improved Sweep with Bite, or attack 3 times with no Multiple Action penalty against a single target.
• Poison: Bites inflict lethal poison if foe is Shaken or wounded.
• Poison Blood: If the Hydra is wounded, all figures within 2 inches must make Agility tests or suffer lethal poison.
• Radioactive: The Hydra's vicinity is a high radiation environment. Areas it has passed through in the last year are low radiation environments.