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!"
Wednesday, 16 October 2013
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!"
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!"
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."
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"
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 .
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