Tuesday, 15 October 2013

Animated Ooze

Attributes: Agility d4, Smarts d4 (A), Spirit d4, Strength d10, Vigor d12
Skills: Fighting d4, Stealth d6, Swimming d6
Charisma: -; Pace: 4; Parry: 4; Toughness: 7
 

Special Abilities
Slam: Str+d4; Grab.
Blindsight: Ignore sight-based penalties and gaze attacks.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Aquatic: Swimming Pace of 6", and cannot drown.
Amorphous: Doesn't suffer additional damage from raises or called shots.
Immunities: Fire, cold, sleep, poison, shapechanging, paralysis and Gang Up bonuses.

Size -1: -1 Toughness

Gelatinous Cube

Attributes: Agility d4, Smarts d4 (A), Spirit d4, Strength d6, Vigor d12+3
Skills: Fighting d4, Stealth d8
Charisma: -; Pace: 4; Parry: 4; Toughness: 13


Special Abilities
Slam: Str+d6; Poison.
Blindsight: Ignore sight-based penalties and gaze attacks.
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Amorphous: Doesn't suffer additional damage from raises or called shots.
Size +4: Increases Toughness by +4.

Poison: Paralysis(-1).

"It is well known that in the decadant courts of the west, that certain variaties of Gelatinous Cube are considered a sweetmeat."

Crystals

Toughness: 8

Special Abilities
Power Field: As an action characters within 2" may make an Arcane Skill check to recover a power point, plus one power point per raise.

Kelpie

Attributes: Agility d10, Smarts d6, Spirit d8, Strength d10, Vigor d10
Skills: Fighting d8, Notice d10, Persuasion d8, Stealth d10, Swimming d10, Taunt d6
Charisma: +2; Pace: 7; Parry: 6; Toughness: 7


Hindrances: Major Habit (Being Wet)
Edges: Alertness, Femme Fatale, Frenzy, Level Headed
 

Special Abilities
Slams: Str+d4; Grab.
Low Light Vision: No penalties for dim or dark lighting.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Amphibious: Swimming Pace of 10", and cannot drown, but can also breathe air and survive indefinitely on land.
Change Form: Can turn into a green aquatic horse as a normal action.
Resistance: -2 damage from fire.

Water's Kiss: Can provide Environmental Protection against pressure and enabling water breathing with a kiss. This lasts 24 hours.

"Come here, gorgeous."



Kobold Leader

Wild Card
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d6
Skills: Fighting d6, Knowledge (Battle) d6, Notice d6, Persuasion d6, Repair d6, Stealth d6, Throwing d4
Charisma: -; Pace: 6; Parry: 6; Toughness: 7 (3)

Hindrance: Cowardly
Edge: Assassin, Command, First Strike, Extraction, Fevour

Gear: Mace (Str+d6), Light Shield (+1 Parry), Plate Armour(+3)

Racial Abilities:
• Arcane Senses:
Kobolds can detect supernatural persons, objects, or effects within sight. This includes invisible foes, enchantments on people or items, weird science devices, and so on. Kobolds find this taxing and must succeed on a Spirit roll at –2 or suffer a level of Fatigue, which is removed after an hour’s rest.
• Dragonblood: Kobolds have the blood of dragons coursing through their veins. If they choose the Arcane Background (Magic) Edge they start with 15 Power Points.
• Small: Size -1  and thus toughness -1.

"Kree-Yark!"