Attributes: Agility d10, Smarts d6 (A), Spirit d8, Strength d12, Vigor d8
Skills: Fighting d8, Notice d8, Tracking d8
Charisma: -; Pace: 8; Parry: 6; Toughness: 8
Hindrance: Curiosity
Edges: Frenzy
Special Abilities
• Bite: Str+d6; Grab.
• Claws: Str+d6.
• Low Light Vision: No penalties for dim or dark lighting.
• Fast Runner: Roll d8 when running instead of d6.
• Grab: Pin smaller opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
• Gang up: Lionesses increase Gang Up bonuses due to other lions by +1
• Pounce: +4 attack/damage and -2 Parry when first moving adjacent to foe.
• Size +2: Increases Toughness by +2.
"Grrr."
Sunday, 27 October 2013
Lion
Attributes: Agility d10, Smarts d6 (A), Spirit d8, Strength d12, Vigor d10
Skills: Fighting d8, Notice d6, Tracking d6
Charisma: 2; Pace: 8; Parry: 6; Toughness: 9
Hindrance: Quirk(Lazy)
Edges: Charismatic, Frenzy
Special Abilities
• Bite: Str+d6; Grab.
• Claws: Str+d6.
• Low Light Vision: No penalties for dim or dark lighting.
• Fast Runner: Roll d8 when running instead of d6.
• Grab: Pin smaller opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
• Pounce: +4 attack/damage and -2 Parry when first moving adjacent to foe.
• Size +2: Increases Toughness by +2.
"Grrr."
Skills: Fighting d8, Notice d6, Tracking d6
Charisma: 2; Pace: 8; Parry: 6; Toughness: 9
Hindrance: Quirk(Lazy)
Edges: Charismatic, Frenzy
Special Abilities
• Bite: Str+d6; Grab.
• Claws: Str+d6.
• Low Light Vision: No penalties for dim or dark lighting.
• Fast Runner: Roll d8 when running instead of d6.
• Grab: Pin smaller opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
• Pounce: +4 attack/damage and -2 Parry when first moving adjacent to foe.
• Size +2: Increases Toughness by +2.
"Grrr."
Enormous Scorpion
Attributes: Agility d10, Smarts d6, Spirit d8, Strength d12+2, Vigor d12
Skills: Fighting d10, Climbing d12, Notice d8, Stealth d12
Charisma: -; Pace: 6; Parry: 7; Toughness: 18 (2)
Edges: Dodge, Frenzy
Special Abilities
• Armour +2: Chiten.
• Claws: Str+d8; Constrict.
• Sting: Str+d8; Poison.
• Tremorsense: Can sense and accurately pinpoint anything within 12" that's in contact with the ground.
• Death Throes: Immediately after being incapacitated, this creature makes an attack against all adjacent targets (as if using Improved Sweep).
• Constrict: Pin opponent on a raise, inflict Str+d6 per round after that, they require a raise on an opposed Strength roll to escape.
• Poison: Sting inflicts lethal poison if foe is Shaken or wounded.
• Size +8: Increases Toughness by +8.
• Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.
• Fearless: Immune to fear and Intimidation.
Skills: Fighting d10, Climbing d12, Notice d8, Stealth d12
Charisma: -; Pace: 6; Parry: 7; Toughness: 18 (2)
Edges: Dodge, Frenzy
Special Abilities
• Armour +2: Chiten.
• Claws: Str+d8; Constrict.
• Sting: Str+d8; Poison.
• Tremorsense: Can sense and accurately pinpoint anything within 12" that's in contact with the ground.
• Death Throes: Immediately after being incapacitated, this creature makes an attack against all adjacent targets (as if using Improved Sweep).
• Constrict: Pin opponent on a raise, inflict Str+d6 per round after that, they require a raise on an opposed Strength roll to escape.
• Poison: Sting inflicts lethal poison if foe is Shaken or wounded.
• Size +8: Increases Toughness by +8.
• Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.
• Fearless: Immune to fear and Intimidation.
IMEF Medic
Human
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d8
Skills: Boating d6, Driving d6, Fighting d8, Healing d6, Notice d6, Shooting d8, Swimming d6, Throwing d6
Pace: 6; Parry: 6; Toughness: 14(8)
Hindrances: Loyal
Edges: Dodge, Healer, Marksman.
Gear: Hard Armor(+8), two Plasma Grenades(Throwing: Range: 5/10/20 RoF 1 Damage 4d6 Medium Burst, Grenade), Sabot Pistol (Range: 16/32/64 RoF:3 Damage 2d6 AP 6), Medkit.
"Most people would say this man is half dead. But I am a doctor. And I like to think of him as half alive."
Highland Gnoll
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d10, Vigor d8
Skills: Climbing d4, Fighting d10, Notice d8, Intimidate d6 Shooting d6, Survival d6, Taunt d6, Throwing d4, Tracking d6
Charisma: -; Pace: 6; Parry: 8; Toughness: 9 (2)
Edges: Berserk, Scavenger, Mighty Blow.
Special Abilities:
• Armour +1: Fur.
• Fast Runner: d8 running dice rather than d6.
• Pick off the weak: +2 to hit Wounded or bleeding characters.
• Low Light Vision: No penalties for dim or dark lighting.
• Size +1: Increases Toughness by +1.
Gear: Ragged Armor (+1), Shield (+1 Parry), Axe (Str+d6)
"Garg’n Uair Dhuisgear!"
Skills: Climbing d4, Fighting d10, Notice d8, Intimidate d6 Shooting d6, Survival d6, Taunt d6, Throwing d4, Tracking d6
Charisma: -; Pace: 6; Parry: 8; Toughness: 9 (2)
Edges: Berserk, Scavenger, Mighty Blow.
Special Abilities:
• Armour +1: Fur.
• Fast Runner: d8 running dice rather than d6.
• Pick off the weak: +2 to hit Wounded or bleeding characters.
• Low Light Vision: No penalties for dim or dark lighting.
• Size +1: Increases Toughness by +1.
Gear: Ragged Armor (+1), Shield (+1 Parry), Axe (Str+d6)
"Garg’n Uair Dhuisgear!"
Mustafa Hammer
Seasoned Human Wallbreaker
Wild Card
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d6
Skills: Fighting d8, Intimidation d6, Investigation d4, Notice d6, Riding d6, Stealth d4, Survival d6, Swimming d6, Tracking d6
Charisma: -2; Pace: 6; Parry: 5; Toughness: 8/7 (2/1)
Hindrances: Bloodthirsty, Hard of Hearing (Minor), Outsider
Edges: Brawny, First Strike, No Mercy, Sweep
Gear: Maul (Str+d8, AP 2 vs. rigid armor, Parry –1, 2 hands), Reinforced chain (+3 (+2), Covers torso, arms, and legs; 1 point of Armor is bypassed if hit with a raise)
"I never need a door. I can give them up whenever I like."
Wild Card
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d6
Skills: Fighting d8, Intimidation d6, Investigation d4, Notice d6, Riding d6, Stealth d4, Survival d6, Swimming d6, Tracking d6
Charisma: -2; Pace: 6; Parry: 5; Toughness: 8/7 (2/1)
Hindrances: Bloodthirsty, Hard of Hearing (Minor), Outsider
Edges: Brawny, First Strike, No Mercy, Sweep
Gear: Maul (Str+d8, AP 2 vs. rigid armor, Parry –1, 2 hands), Reinforced chain (+3 (+2), Covers torso, arms, and legs; 1 point of Armor is bypassed if hit with a raise)
"I never need a door. I can give them up whenever I like."
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