Novice Human Deputy Sheriff
Wild Card
Attributes: Agility d6, Smarts d8, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Investigation d8, Notice d8, Persuasion d6, Shooting d6, Streetwise d8
Charisma: -; Pace: 6; Parry: 5; Toughness: 5
Hindrances: Heroic, Stubborn, Big Mouth
Edges: Connections, Investigator
Gear: Smith & Wesson .44(Shooting, Range 12/24/48, Damage 2d6+1, RoF:1, AP 1, Revolver)
"I'm Wayne, Deputy Wayne Tisdale."
Wednesday, 26 June 2013
Rex
Seasoned Human Road Warrior
Wild Card
Attributes: Agility d10, Smarts d6, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d6, Driving d10, Investigation d4, Notice d6, Persuasion d4, Shooting d6, Streetwise d4, Survival d6, Taunt d6
Charisma: -; Pace: 6; Parry: 5; Toughness: 6 (1)
Hindrances: Major Vengeful, Loyal, Death Wish
Edges: Ace, Danger Sense, Hard to Kill
Gear: Leather armour (+1), Sawn off double barrelled Shotgun(Shooting, Range 5/10/20, Damage 1-3D6, RoF:1-2, Shotgun, double barrelled)
"I said shut it, you slag."
Wild Card
Attributes: Agility d10, Smarts d6, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d6, Driving d10, Investigation d4, Notice d6, Persuasion d4, Shooting d6, Streetwise d4, Survival d6, Taunt d6
Charisma: -; Pace: 6; Parry: 5; Toughness: 6 (1)
Hindrances: Major Vengeful, Loyal, Death Wish
Edges: Ace, Danger Sense, Hard to Kill
Gear: Leather armour (+1), Sawn off double barrelled Shotgun(Shooting, Range 5/10/20, Damage 1-3D6, RoF:1-2, Shotgun, double barrelled)
"I said shut it, you slag."
Shadow Dragon
Wild Card
Attributes: Agility d10, Smarts d8, Spirit d10, Strength d12+7, Vigor d12
Skills: Fighting d12, Notice d12, Persuasion d8, Stealth d12+2, Spellcasting d10
Charisma: +2; Pace: 10; Parry: 8; Toughness: 19(3)
Hindrances: Major Habit(Villainous Monologuing), Arrogant
Edges: Ambidextrous, Arcane Background (Magic), Dodge, Level Headed, Power Surge, Two-Fisted
Spells: (15 Power Points) Intangibility, Mind Reading, Obscure, Puppet.
Special Abilities:
• Armor +3: Scaly Hide
• Claws/Bite: Str+d8
• Blindsight: Ignore sight-based penalties and gaze attacks.
• Shadow Breath: Shadow Dragons inhale shadows, and with them life force, using the Cone Template. Every target within this cone may make an Spirit roll at –2 to avoid the attack. Those who fail suffer 2d10 damage and 1 fatigue. A shadow dragon may not spell cast or attack with its claws or bite in the round it inhales shadows.
• Flight: Flying Pace of 24".
• Size +8: Increases Toughness by +8.
• Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.
• Tail Lash: The dragon can sweep all opponents in its rear facing in a 3” long by 6” wide square. This is a standard Fighting attack, and damage is equal to the dragon’s Strength –2.
"Resistance may prove an interesting diversion. So by all means struggle against your doom."
Attributes: Agility d10, Smarts d8, Spirit d10, Strength d12+7, Vigor d12
Skills: Fighting d12, Notice d12, Persuasion d8, Stealth d12+2, Spellcasting d10
Charisma: +2; Pace: 10; Parry: 8; Toughness: 19(3)
Hindrances: Major Habit(Villainous Monologuing), Arrogant
Edges: Ambidextrous, Arcane Background (Magic), Dodge, Level Headed, Power Surge, Two-Fisted
Spells: (15 Power Points) Intangibility, Mind Reading, Obscure, Puppet.
Special Abilities:
• Armor +3: Scaly Hide
• Claws/Bite: Str+d8
• Blindsight: Ignore sight-based penalties and gaze attacks.
• Shadow Breath: Shadow Dragons inhale shadows, and with them life force, using the Cone Template. Every target within this cone may make an Spirit roll at –2 to avoid the attack. Those who fail suffer 2d10 damage and 1 fatigue. A shadow dragon may not spell cast or attack with its claws or bite in the round it inhales shadows.
• Flight: Flying Pace of 24".
• Size +8: Increases Toughness by +8.
• Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.
• Tail Lash: The dragon can sweep all opponents in its rear facing in a 3” long by 6” wide square. This is a standard Fighting attack, and damage is equal to the dragon’s Strength –2.
"Resistance may prove an interesting diversion. So by all means struggle against your doom."
Berkeley
Seasoned Human Zombie Survivor
Wild Card
Attributes: Agility d10, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Climb d4, Fighting d10, Driving d6, Investigation d6, Notice d6, Shooting d6, Survival d6, Taunt d6
Charisma: -; Pace: 8; Parry: 7; Toughness: 5
Hindrances: Major Wanted (Has tasty brains), Cautious, Minor Phobia(The Dark)
Edges: Brave, Fleet-footed, Luck, Trademark weapon(Chainsaw)
Gear: Chainsaw(2d6+4, Natural 1 on Fighting Die hits user instead.), Mossberg 500(Shooting, Range 12/24/48, Damage 1-3D6, RoF:1, Shotgun)
Wild Card
Attributes: Agility d10, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Climb d4, Fighting d10, Driving d6, Investigation d6, Notice d6, Shooting d6, Survival d6, Taunt d6
Charisma: -; Pace: 8; Parry: 7; Toughness: 5
Hindrances: Major Wanted (Has tasty brains), Cautious, Minor Phobia(The Dark)
Edges: Brave, Fleet-footed, Luck, Trademark weapon(Chainsaw)
Gear: Chainsaw(2d6+4, Natural 1 on Fighting Die hits user instead.), Mossberg 500(Shooting, Range 12/24/48, Damage 1-3D6, RoF:1, Shotgun)
Bonnie
Veteran Human Futuristic Heroine
Wild Card
Attributes: Agility d10, Smarts d6, Spirit d6, Strength d6, Vigor d8
Skills: Climb d6, Fighting d6, Driving d4, Investigation d6, Notice d6, Shooting d10, Swimming d6, Taunt d6
Charisma: -; Pace: 6; Parry: 5; Toughness: 6
Hindrances: Heroic, Loyal, Big Mouth
Edges: Acrobat, Ambidexterous, Level Headed Marksman, Rock and Roll, Steady Hands, Two-Fisted
Gear: Two H&K MP5A5s(Shooting, Range 12/24/48, Damage 2d6, RoF:3 AP 1, 3RB, Auto), Two Star Firestar M43s(Shooting, Range 12/24/48, Damage 2d6, RoF:1, AP 1, Semi-Auto), Mossberg 500(Shooting, Range 12/24/48, Damage 1-3D6, RoF:1, Shotgun)
Wild Card
Attributes: Agility d10, Smarts d6, Spirit d6, Strength d6, Vigor d8
Skills: Climb d6, Fighting d6, Driving d4, Investigation d6, Notice d6, Shooting d10, Swimming d6, Taunt d6
Charisma: -; Pace: 6; Parry: 5; Toughness: 6
Hindrances: Heroic, Loyal, Big Mouth
Edges: Acrobat, Ambidexterous, Level Headed Marksman, Rock and Roll, Steady Hands, Two-Fisted
Gear: Two H&K MP5A5s(Shooting, Range 12/24/48, Damage 2d6, RoF:3 AP 1, 3RB, Auto), Two Star Firestar M43s(Shooting, Range 12/24/48, Damage 2d6, RoF:1, AP 1, Semi-Auto), Mossberg 500(Shooting, Range 12/24/48, Damage 1-3D6, RoF:1, Shotgun)
Seltyiel
Seasoned Half-Elf Swordmage
Wild Card
Attributes: Agility d10, Smarts d10, Spirit d6, Strength d6, Vigor d8
Skills: Climbing d6, Fighting d8, Intimidation d6, Knowledge(Arcana) d8, Notice d6, Spellcasting d10, Stealth d8
Charisma: -2; Pace: 6; Parry: 6; Toughness: 8(2/1)
Hindrances: Outsider, Stubborn, Major Vengeful, Minor Wanted
Edges: Acrobat, Arcane Background (Magic), Assassin, New Power
Spells: Blast(Fireball), Bolt(Lightning), Deflection, Smite(Flaming Weapon)
Gear: Backpack , Bedroll , Long Sword (Str+d8), Reinforced leather (+2 (+1), 1 point of Armor is bypassed if hit with a raise), Rope (10”) , Soap , Whistle.
Racial Characteristics:
• Heritage: Some half-elves retain the grace of their elven parent. Others gain the adaptability of their human ancestry. A half-elf may either start with a free Edge of his choice (as a human), or a d6 in Agility instead of a d4.
• Low Light Vision: The character’s eyes amplify light like a cat’s, allowing him to see in the dark. He ignores attack penalties for Dim and Dark lighting.
• Outsider: Half-elves aren’t true outsiders (as per the Hindrance of the same name), but neither are they ever quite comfortable around humans or elves as one of their own, so the effect is the same.
"To walk the path of Zerthimon you must *know* of the People. The knowing of such things by one not of the People is a difficult matter. There are those not of the People who have heard the Way of Zerthimon, but they do not know the Way."
Wild Card
Attributes: Agility d10, Smarts d10, Spirit d6, Strength d6, Vigor d8
Skills: Climbing d6, Fighting d8, Intimidation d6, Knowledge(Arcana) d8, Notice d6, Spellcasting d10, Stealth d8
Charisma: -2; Pace: 6; Parry: 6; Toughness: 8(2/1)
Hindrances: Outsider, Stubborn, Major Vengeful, Minor Wanted
Edges: Acrobat, Arcane Background (Magic), Assassin, New Power
Spells: Blast(Fireball), Bolt(Lightning), Deflection, Smite(Flaming Weapon)
Gear: Backpack , Bedroll , Long Sword (Str+d8), Reinforced leather (+2 (+1), 1 point of Armor is bypassed if hit with a raise), Rope (10”) , Soap , Whistle.
Racial Characteristics:
• Heritage: Some half-elves retain the grace of their elven parent. Others gain the adaptability of their human ancestry. A half-elf may either start with a free Edge of his choice (as a human), or a d6 in Agility instead of a d4.
• Low Light Vision: The character’s eyes amplify light like a cat’s, allowing him to see in the dark. He ignores attack penalties for Dim and Dark lighting.
• Outsider: Half-elves aren’t true outsiders (as per the Hindrance of the same name), but neither are they ever quite comfortable around humans or elves as one of their own, so the effect is the same.
"To walk the path of Zerthimon you must *know* of the People. The knowing of such things by one not of the People is a difficult matter. There are those not of the People who have heard the Way of Zerthimon, but they do not know the Way."
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