Wednesday, 16 October 2013

Karnedge Gorefathom

Sharkman
Wild Card
Attributes: Agility d6, Smarts d4, Spirit d8, Strength d12+2, Vigor d10
Skills: Fighting d6, Notice d8, Tracking d8, Swimming d10
Charisma: -; Pace: 6; Parry: 5; Toughness: 10 (1)


Edges: Frenzy, Nerves of Steel


Special Abilities
Armour +1: Sharkskin.
Bite: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Blindsense: Can sense and approximately pinpoint things within 6", attacks using blindsense are made at -2.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately.
Amphibious: Swimming Pace of 10", and cannot drown, but can also breathe air and survive indefinitely on land.
Hardy: A second Shaken result doesn't become a wound.
Size +2: Increases Toughness by +2.


"Feed me!"

Axe Barrow Warden

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12, Vigor d10
Skills: Fighting d8,
Intimidate d8, Tracking d6
Charisma: -; Pace: 6; Parry: 7; Toughness: 12 (3)
 

Gear: Plate armour (+3), Battle Ax (Str+d8), medium shield (+1 Parry)

Edges: First Strike, Extrication, Giant Killer, Mighty Blow, Sweep


Special Abilities
Darkvision: No vision penalties for darkness (range 12").
Undead: +2 Toughness, +2 to recover from Shaken, ignore Wound and Fatigue modifiers, disease, poison, and extra damage from called shots.
Immunities: Cold, fatigue, paralysis, mind-affecting effects, aging, bleeding and death magic.


 "La Garde meurt mais ne se rend pas!"

Sword Barrow Warden

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12, Vigor d10
Skills: Fighting d8,
Intimidate d8, Repair d6
Charisma: -; Pace: 6; Parry: 7; Toughness: 12 (3)
 

Gear: Plate armour (+3), Sword (Str+d8), medium shield (+1 Parry)

Edges: First Strike, Improved Extrication, Sweep


Special Abilities
Darkvision: No vision penalties for darkness (range 12").
Undead: +2 Toughness, +2 to recover from Shaken, ignore Wound and Fatigue modifiers, disease, poison, and extra damage from called shots.
Immunities: Cold, fatigue, paralysis, mind-affecting effects, aging, bleeding and death magic.


 "Il ne passaront pas!"

Barrow Warden Keeper

Attributes: Agility d8, Smarts d8, Spirit d6, Strength d12, Vigor d10
Skills: Fighting d10, Intimidate d8, Knowledge (Battle) d10, Tracking d6
Charisma: -; Pace: 6; Parry: 7; Toughness: 12 (3)
 

Gear: Plate armour (+3), Sword (Str+d8)

Edges: Command, Fervor, First Strike, Extrication, Jack of All Trades, Sweep, Tactician


Special Abilities
Darkvision: No vision penalties for darkness (range 12").
Undead: +2 Toughness, +2 to recover from Shaken, ignore Wound and Fatigue modifiers, disease, poison, and extra damage from called shots.
Immunities: Cold, fatigue, paralysis, mind-affecting effects, aging, bleeding and death magic.


 "La mort est mieux que la défensive."

Ice Elemental

Attributes: Agility d8, Smarts d4, Spirit d6, Strength d12+1, Vigor d12
Skills: Fighting d8, Intimidation d10, Notice d10, Stealth d8, Swimming d10
Charisma: -; Pace: 5; Parry: 6; Toughness: 12 (2)


Edges: Frenzy, Improved Sweep


Special Abilities
Armour +2: Animated Ice.
Frozen Fists: Str+d6.
Snowvision: No vision penalties for snow, hail or other precipitation.
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Elemental: Immune to fear, ignore wound modifiers, poison, and extra damage from called shots.
Natural Swimmer: Swimming Pace of 9", and can't drown.
Immunity: Cold.
Weakness: Fire (double damage).
Size +2: Increases Toughness by +2.


"Hwoo"

Umber Blob


Attributes: Agility d4, Smarts d4 (A), Spirit d4, Strength d8, Vigor d12

Skills: Fighting d6, Climbing d10
Charisma: -; Pace: 4; Parry: 5; Toughness: 8


Special Abilities
Acidic Pseudopods: Str+d6; Constrict.
Blindsight: Ignore sight-based penalties and gaze attacks.
Split: If hit with a raise by a slashing weapon, this creature splits into two halves, each with -2 Toughness. The halves can act independently, but cannot be split again. They can reconnect if left alone for a few minutes.
Constrict: Pin opponent on a raise, inflict Str+d6 per round after that, they require a raise on an opposed Strength roll to escape.
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 4".
Amorphous: Doesn't suffer additional damage from raises or called shots.
Immunities: Electricity, sleep, poison, shapechanging, paralysis, Gang Up bonuses and mind-affecting .