Sunday 23 June 2013

Spirit of the Forest

Attributes: Agility d6, Smarts d8, Spirit d10, Strength d12+4, Vigor d12
Skills: Fighting d8, Intimidation d8, Notice d10, Persuasion d8, Stealth d8, Throwing d6
Charisma: -; Pace: 6; Parry: 6; Toughness: 14 (3)

Edges: Alertness, Frenzy, Strong Willed

Gear: Rock (Throwing; range 3/6/12; Str+d6)

Special Abilities:
• Armour +3:
Sticks and Stones.
• Slams: Str+d8.
• Low Light Vision: No penalties for dim or dark lighting.
• Plant: +2 to recover from Shaken, ignore wound modifiers, poison and called shots.
• Weakness: Fire (double damage), Flammable.
• Size +4: Increases Toughness by +4.
• Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Walking Hill

Attributes: Agility d6, Smarts d4, Spirit d6, Strength d12+2, Vigor d12
Skills: Fighting d8, Intimidate d6, Notice d4, Knowledge (Worlds Beyond) d6
Charisma: -; Pace: 4; Parry: 6; Toughness: 15 (3)

Edges: Frenzy, Sweep

Special Abilities:
• Armour +3:
Living Stone.
• Stone Fists: Str+d6.
• Low Light Vision: No penalties for dim or dark lighting.
• Tremorsense: Can sense anything within 12" that's in contact with the ground.
• Extraplanar: Not native to the material plane, and can be targeted by Banish.
• Elemental: Immune to fear, poison and called shots, ignore wound modifiers.
• Burrow: Can burrow and reappear within 10".
• Cannot Drown: Cannot Swim either.
• Size +4: Increases Toughness by +4.
• Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Feiya

Veteran Human Witch
Wild Card
Attributes:
Agility d8, Smarts d12, Spirit d6, Strength d6, Vigor d8
Skills: Fighting d4, Healing d10, Knowledge (Arcana) d12, Notice d6, Shooting d4, Taunt d10
Charisma: -; Pace: 6; Parry: 5; Toughness: 7 (1)

Hindrances: Curious, Outsider, Minor Enemy(Witchers Coven)
Edges: Arcane Background(Magic), Familiar(Power Points), New Power, Power Surge
Spells: (10 Power Points + Dayi's 5) Fly, Entangle(Black Tentacles), Beast Friend, Dispel.

Gear: Quarterstaff (Str+d4; Reach 1"; Parry +1; 2 hands), dart (Shooting; range 3/6/12; 2d4), fetishes, flint and steel, fortune teller's deck, healer's kit, iron pot, rations (4),Ritual Costume(+1)

• Dayi: Fox Familiar

See Fantasy Companion p5-6 for Familiar

Damiel

Veteran Elven Alchemist
Wild Card
Attributes:
Agility d10, Smarts d10, Spirit d6, Strength d6, Vigor d6
Skills: Alchemy d10, Fighting d6, Climbing d6, Lockpicking d6, Notice d8, Stealth d8, Throwing d8
Charisma: -; Pace: 6; Parry: 6; Toughness: 7 (2)

Hindrances: All-Thumbs, Bloodthirsty, Outsider, Wanted(Poisoner's Guild)
Edges: Arcane Background(Alchemy), New Powerx2, Power Points, Thief
Powers: (15 Power Points) Blast, Fly, Healing, Invisibility, Speed

Readied Potions: Blast(3d6, 4 points), Fly(3 points), Healing(3 points), Invisibility(5 points)
Gear: Reinforced Leather (+2), Rapier (Str+d4; Parry +1), backpack

Special Abilities:
• Low Light Vision:
No penalties for dim or dark lighting.

See Fantasy Companion for the rules on Alchemy.

Valeros

Veteran Human Fighter
Wild Card
Attributes:
Agility d10, Smarts d8, Spirit d6, Strength d10, Vigor d8
Skills: Fighting d10, Climbing d6, Intimidate d6, Riding d6, Swimming d6, Shooting d8
Charisma: -; Pace: 6; Parry: 8; Toughness: 9 (2)

Hindrance: Heroic, Stubborn, Loyal
Edges: Brawny, Combat Reflexes, Dodge, Frenzy, Improvisational Fighter, Two-Fisted

Gear: Mixed Armour (+2), Longsword (Str+d8), Short Sword (Str+d6; Parry +1), Shortbow (Shooting; range 12/24/48; 2d6), backpack, bedroll, crowbar, torch, grappling hook, hemp rope (50 ft), tankard, trail rations (2), waterskin

Seoni

Veteran Human Sorceress
Wild Card
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d6, Vigor d8
Skills: Driving d6, Fighting d6, Climbing d4, Notice d4, Persuasion d8, Psionics d10, Repair d6, Taunt d6 Throwing d4
Charisma: +4; Pace: 6; Parry: 6; Toughness: 7 (1)

Hindrances: Overconfidence, Loyal, Stubborn
Edges: Attractive, Arcane Background(Psionics), Charismatic, Dodge, Level Headed, New Power, Power Points
Spells: (15 Power Points) Bolt, Armour, Light/Obscure, Dispel

Gear: Quarterstaff (Str+d4; Reach 1"; Parry +1), dagger (Throwing; range 3/6/12; Str+d4), Enchanted Tattoos(+1)

Seelah

Veteran Human Paladin
Wild Card
Attributes:
Agility d6, Smarts d6, Spirit d8, Strength d12, Vigor d8
Skills: Fighting d8, Faith d10, Lockpicking d4, Persuasion d8, Shooting d6, Stealth d4
Charisma: +2; Pace: 6; Parry: 7; Toughness: 9 (3)

Hindrances:
Code of Honor, Minor Vow, Loyal 
Edges: Adept, Arcane Background(Mracles), Charismatic, Martial Artist, Champion, Sweep
Spells: (10 Power Points) Smite, Healing

Gear: Plate (+3), longsword (Str+d8), shield (Parry +1), composite longbow (Shooting; range 15/30/60; 2d6), backpack, holy symbol, trail rations

Fox

Attributes: Agility d10, Smarts d6 (A), Spirit d8, Strength d6, Vigor d8
Skills: Fighting d4-2, Notice d8, Stealth d10, Survival d4
Charisma: -; Pace: 7; Parry: 2; Toughness: 4
 
Special Abilities:
• Bite:
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.

Amiri

Veteran Human Barbarian
Wild Card
Attributes:
Agility d8, Smarts d6, Spirit d8, Strength d10, Vigor d8
Skills: Fighting d10, Intimidation d6, Climbing d6, Notice d6, Survival d6, Swimming d4, Throwing d4
Charisma: -; Pace: 8; Parry: 6; Toughness: 8 (1)

Hindrances: Bloodlust, Outsider, Minor Enemy(Frost Giants)
Edges: Berserk, Brawny, Fleet Footed, Frenzy, Sweep, Trademark Weapon("Looted Giant's Sword")

Gear: "Looted Giant's Sword" Bastard Sword (Str+d8; Parry -1, can be wielded in 2 hands for +1 Damage), Javelins (Throwing; range 3/6/12; Str+d4), Fighting Leathers (+1), backpack, bedroll, caltrops, flint and steel, hemp rope (50 ft.), shovel, torches (5), trail rations (4), waterskin

Merisel

Veteran Elven Rogue
Wild Card
Attributes:
Agility d12, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d8, Climbing d8, Lockpicking d6, Notice d8, Stealth d12, Throwing d6
Charisma: -; Pace: 6; Parry: 7; Toughness: 8 (2)

Hindrances: All-Thumbs, Curious, Outsider, Poor
Edges: Assassin, Dodge, Improved Dodge, Level Headed

Gear: Chainmail (+2), Rapier (Str+d4; Parry +1), shield (Parry +1), Daggers (Throwing; range 3/6/12; Str+d4), Alchemists Fire (Throwing, 2d8 Fire Damage, Medium Burst Template, Grenade), backpack, hooded lantern, thieves' tools, oil, silk rope (50 ft.)

Special Abilities:
• Low Light Vision:
No penalties for dim or dark lighting.

Boerogg Blackrime

Frost Giant Jarl
Wild Card
Attributes:
Agility d10, Smarts d6, Spirit d8, Strength d12+6, Vigor d12+3
Skills: Fighting d12+1, Intimidation d12, Climbing d12, Notice d12, Stealth d6, Survival d12, Throwing d12
Charisma: -4; Pace: 7; Parry: 7; Toughness: 15 (2)

Hindrances: Bloodthirsty
Edges: Berserk, Combat Reflexes, Frenzy, Sweep

Gear: Oversized Greatsword (Str+d10; Parry -1; Reach 1, 2 hands), rock (Throwing; range 3/6/12; Str+d6), Heavy Furs(+2)

Special Abilities:
• Low Light Vision:
No penalties for dim or dark lighting.
• Immunity: Cold.
• Weakness: Fire (double damage).
• Size +4: Increases Toughness by +4.
• Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

"You won't like it if I'm angry."

Frost giant

Attributes: Agility d6, Smarts d6, Spirit d8, Strength d12+4, Vigor d12+2
Skills: Fighting d10, Intimidation d8, Climbing d10, Notice d10, Repair d8, Stealth d6, Survival d6, Throwing d8
Charisma: -; Pace: 7; Parry: 7; Toughness: 14 (1)

Edges: Sweep (Fighting roll at -2 vs everyone adjacent), Woodsman

Gear: Oversized Halberd (Str+d10; Reach 2, 2 hands), Tribal Furs(+1)

Special Abilities:
• Low Light Vision:
No penalties for dim or dark lighting.
• Immunity: Cold.
• Weakness: Fire (double damage).
• Size +4: Increases Toughness by +4.
• Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

"We have your scent now, Englishman."

Yephima

Storm Giant Princess
Wild Card
Attributes:
Agility d8, Smarts d8, Spirit d10, Strength d12+5, Vigor d12
Skills: Fighting d10, Intimidation d12+2, Climbing d12+1, Notice d10, Persuasion d10, Pilot d12, Tracking d6, Throwing d8, Spellcasting d8
Charisma: +2; Pace: 8; Parry: 7; Toughness: 17

Hindrances:
Major Habit(Utopian Philosophical Disputation), Stubborn
Edges: Attractive, Arcane Background (Magic), Command, Command Presence, Sweep, Strong Willed
Spells: (10 Power Points) Grow/Shrink, Veteran Summons, Warriors Gift

Gear: Great Mace (Str+d10; -1 Parry, 2 hands), Lightning Bolts (Throwing; range 10/20/40; 2d10 damage, RoF 2, Snapfire)

Special Abilities:
• Low Light Vision:
No penalties for dim or dark lighting.
• Immunity: Electricity and Weather
• Size +8: Increases Toughness by +8.
• Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.
• Personal Cloud: Can take an action to make a Piloting roll to summon a dirigible cloud for hours equal to the Giant's Smarts die. The Cloud is capable of carrying half a dozen giants or equivalent smaller creatures at Flying Pace 12.

"I'm sure we can make the world a better place. Perhaps we need colour coded uniforms."

Storm Giant

Attributes: Agility d8, Smarts d8, Spirit d10, Strength d12+5, Vigor d12+2
Skills: Fighting d10, Intimidation d12+3, Climbing d12+1, Notice d12+1, Persuasion d8, Pilot d10, Tracking d12, Throwing d8
Charisma: -; Pace: 8; Parry: 7; Toughness: 18(1)

Hindrances: Major Habit(Utopian Philosophical Disputation)
Edges: Sweep, Improved Sweep, Strong Willed, Woodsman

Gear: Partial Armour (+1), Great Sword (Str+d10; -1 Parry, 2 hands), Lightning Bolts (Throwing; range 10/20/40; 2d10 damage, RoF 2, Snapfire)

Special Abilities:
• Low Light Vision:
No penalties for dim or dark lighting.
• Immunity: Electricity and Weather
• Size +8: Increases Toughness by +8.
• Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.
• Personal Cloud: Can take an action to make a Piloting roll to summon a dirigible cloud for hours equal to the Giant's Smarts die. The Cloud is capable of carrying half a dozen giants or equivalent smaller creatures at Flying Pace 12.

Deadeye Slim

Novice Human Gunslinger
Wild Card
Attributes:
Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Gambling d4, Notice d6, Shooting d10, Stealth d8, Streetwise d6, Taunt d6
Charisma: -2; Pace: 6; Parry: 5; Toughness: 6(1)

Hindrances: One Eyed, Mean, Stubborn
Edges: Two-Fisted

Gear: Leather Coat(+1), 2 Colt Dragoons (Shooting, Range 12/24/48, Damage 2d6+1, RoF 1), Knife (Str+d4)

"I don't like your face. My shooters, they don't like your face either."

Ghast

Attributes: Agility d8, Smarts d4, Spirit d6, Strength d12, Vigor d8
Skills: Fighting d6, Notice d4, Stealth d8
Pace: 8; Parry: 5; Toughness: 9

Special Abilities:
• Size +1:

• Bite/Claw: Str+d6+Paralysis Poison.
• Fleet Footed: Ghasts have a d10 running die
• Undead:
+2 Toughness, +2 to recover from Shaken, ignore wound modifiers.

Faceless Horror

Attributes: Agility d10, Smarts d6, Spirit d6, Strength d10, Vigor d10
Skills: Fighting d10, Stealth d10
Pace: 7; Parry: 7; Toughness: 9

Edges: Ambidextrous, Two fisted, Harder to Kill.

Special Abilities:
• Protean:
Due to their Amorphous form they gain +2 to recover from Shaken. They also take half damage from physical attacks and called shots do no extra damage.
• Size +2
• Two Tentacles: Str+d6, Range 2. Tentacles may grapple.
• Weakness: The Formless Spawn are fully affected by magic and things like fire or acid.Cold damage sufficient to shake them freezes their form so they don't gain the benefits of Protean until their next turn.
• Mimicry: A Faceless Horror can mimic the faces of those it has eaten in its flesh as a Smarts trick.

Lizardman Warrior

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

Edges: Assassin, Counterattack, Extraction

Gear: Club (Str+d8), Medium Shield (+1 Parry)

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

Lizardman Hunter

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: 6; Toughness: 8 (2)

Edges: Assassin, Extraction, Woodsman

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

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

Serpentman

Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d8, Notice d8, Taunt d6, Tracking d6
Pace: 6”; Parry: 6; Toughness: 5

Hindrances: Cautious

Edges: Florentine, Improved Level Headed, Quick

Gear: Two Short Swords (Str+d6)

Special Abilities:
•  Bite: Str+d4.
•  Poison: The bite of serpentmen carries a Knockout Poison.
•  Cold Blooded: Cold makes Serpentmen torpid and slow, In a 0ºC or below environment or for 1d6 rounds after taking cold damage, Serpent men lose Quick and Improved Level Headed and are Lame.

"Sssss. Ssss. Ssss."