Wednesday 3 December 2014

Alastriel

Elf Sorceress
Wild Card
Attributes: Agility d8, Smarts d8, Spirit d6, Strength d6, Vigor d8
Skills: Fighting d8, Gambling d6, Knowledge (Arcana) d8, Notice d6, Spellcasting d8, Streetwise d6
Charisma: 0; Pace: 6; Parry: 7; Toughness: 8 (2)


Hindrances: All Thumbs, Major Habit (Alcoholic), Loyal, Stubborn
Edges: Arcane Background (Magic), Dodge, Liquid Courage, Wizard
Powers: (10 Power Points) Confusion (Inebriation Field), Deflection (Lucky swaying), Entangle (Fast growing grape vines)


Gear: Enchanted Girdle(+2), Elven Runesword 
(Str+d6+2, AP 2), Staff (Str+d4, Parry +1, Reach 1, 2 hands), Peach Brandy.

Special Abilities:

  • Low Light Vision: Ignores penalties for Dim and Dark lighting.       
"The Sorceror General advises not drinking while adventuring. Hic. What does he know?"

Tuesday 2 December 2014

Sir Daniel

Seasoned Human Knight
Wild Card
Attributes: Agility d8, Smarts d4, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d8, Notice d4, Persuasion d6, Riding d8, Survival d4, Swimming d6, Taunt d4, Throwing d6
Charisma: 2; Pace: 6; Parry: 8; Toughness: 8 (3)
Hindrances: Clueless, Minor Delusion (Windmills, Giants, is there a difference?), Hard of Hearing (Minor), Heroic
Edges: Beast Bond, Improved Extraction, Luck, Noble


Gear: Large Shield (+2 Parry, +2 Armor to ranged shots that hit), Long Sword (Str+d8), Plate Barding (+3, For horses), Plate Corselet (+3)

     
“Destiny guides our fortunes more favourably than we could have expected. Look there, my friend, and see those thirty or so wild giants, with whom I intend to do battle and kill each and all of them, so with their stolen booty we can begin to enrich ourselves. This is noble, righteous warfare, for it is wonderfully useful to God to have such an evil race wiped from the face of the earth."

Sam Ayers

Seasoned Human Mage for Hire
Wild Card
Attributes: Agility d6, Smarts d8, Spirit d6, Strength d6, Vigor d6
Skills: Driving d4, Fighting d6, Intimidation d6, Investigation d8, Notice d8, Persuasion d6, Spellcasting d8, Streetwise d8, Taunt d6
Charisma: 0; Pace: 6; Parry: 6; Toughness: 5


Hindrances: Loyal, Overconfident, Stubborn
Edges: Arcane Background (Magic), Investigator, Strong Willed

Powers: (10 Power Points) Bolt (Small ball of lightning), Deflection (Coincidence manipulation), Detect Arcana (Can taste the greasy tang of magic in the air)

Gear: Staff (Str+d4, Parry +1, Reach 1, 2 hands), Torch    

"Down these mean streets a man must go who is not himself mean, who is neither tarnished nor afraid. The wizard must be a complete man and a common man and yet an unusual man. 
He must be, to use a rather weathered phrase, a man of honour - by instinct, by inevitability, without thought of it, and certainly without saying it. He must be the best man in his world and a good enough man for any world.
He will take no man’s money dishonestly and no man’s insolence without a due and dispassionate revenge. He is a lonely man and his pride is that you will treat him as a proud man or be very sorry you ever saw him."

Wednesday 15 October 2014

Desert Thing

Stats are given on p84-85 of the Deadlands Marshall's Guide.

Prarie Tick Queen

Stats are given on p111 of the Deadlands Marshall's Guide

Bonefiend

Undead Monstrosity.

Stats are given on p 76 of the Deadlands Marshall's Guide.

Dr. Darius Hellstromme

Legendary Mad Scientist
Wild Card 

Stats are given on p 150 of the Deadlands Marshall's Guide

Stone

Legendary Wild Card Harrowed Gunslinger

Stone has stats on page 145 of The Deadlands Marshall's Guide.

Mi-Sher, Dervish Warrior

Veteran Dervish Warrior
Wild Card
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d8, Vigor d6 
Skills: Faith d8, Fighting d10, Healing d4, Notice d6, Perform d4, Stealth d6, Survival d4, Throwing d6 
Charisma: -2; Pace: 6; Parry: 7; Toughness: 8/7 (3/2) 

Hindrances: Heroic, Outsider, Vow (Minor) 
Edges: Adept, Ambidextrous, Arcane Background (Miracles), Counterattack, Martial Artist, New Power, Two-Fisted 
Adept Powers: (10 Power Points, Only on Self but usable as a free action) Deflection (Whirlwind Of Steel), Smite (Tempest Strike), Speed (Dancing on the Wind)

Gear: Knife/Dagger (Range 3/6/12, Str+d4) x3, Scimitar (Str+d8) x2, Partial Plate (+3 (+2), 1 point of Armour is bypassed if hit with a raise)

"I have come into this world to experience this, men so true to love they would rather die before speaking an unkind word"

Yeitsoh Lobh

Seasoned Brigand
Wild Card
Attributes: Agility d8, Smarts d6, Spirit d4, Strength d8, Vigor d6  
Skills: Climbing d6, Fighting d8, Gambling d6, Intimidation d4, Lockpicking d6, Notice d6, Stealth d8, Taunt d6 
Charisma: 0; Pace: 6; Parry: 8; Toughness: 9 (3) 

Hindrances: Bad Luck, Greedy (Minor), Loyal 
Edges: Brawny, Combat Reflexes, Extraction, First Strike, Thief 

Gear: Large Shield (+2 Parry, +2 Armour to ranged shots that hit), Long Sword (Str+d8), Plate Armour (+3)

"If you die, you can't own everything."

Gopher Centaur

Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, Vigor d6
Skills: Fighting d6, Notice d8, Persuasion d4, Stealth d4, Survival d6, Shooting d4
Charisma: -; Pace: 6; Parry: 5; Toughness: 6


Gear: Shortsword (Str+d6), Bow (Shooting; range 12/24/48; 2d6)
Edges: Arcane Resistance, Brawny, Steady Hands.


Special Abilities
• Claws and Teeth:
Str+d4.


• Pack Mule: Packed and carried items as opposed to worn or readied gear counts as half weight against load.
• Burrow: Can burrow and reappear within 4".

"Ey, ukhnem! Yeshcho razik, yeshcho da raz! Razovyom my beryozu, Razovyom my kudryavu!"*

 *Yo, heave ho! Once more, once again, still once more! Now we fell the stout birch tree, Now we pull hard.

Tuesday 7 October 2014

Mouseling Wizard

Veteran Wise Mouse.
Wild Card
Attributes: Agility d6, Smarts d8, Spirit d8, Strength d4, Vigor d6 
Skills: Fighting d4, Intimidation d8, Investigation d8, Knowledge (Arcana) d8, Lockpicking d6, Notice d4, Shooting d4, Spellcasting d8, Stealth d6, Streetwise d8 
Charisma: 0; Pace: 4; Parry: 4; Toughness: 6 (2) 

Hindrances: Big Mouth, Elderly, Stubborn 
Edges: Alertness, Arcane Background (Magic), Giant Killer, Investigator, Low-Light Vision, New Power, Power Points, Rapid Recharge, Scamper, Wizard 
Powers: [15 Power Points] Blast(Demonic Spice Bomb), Boost/Lower Trait(Magic Cheese dips), Deflection(Inducing sudden bouts of hunger in attackers), Telekinesis(There is no Spoon)

Gear: Enchanted Robe and Hat(+2), Dagger (Str+d4)

Racial Abilities:
• Low Light Vision: No penalties for dim or dark lighting.
• Often Overlooked: Start with Stealth d6
• Scamper: Starts with Scamper Edge

• Small: Size -1, Toughness -1. 
• Short Legs: Pace 5

"Your Nouvelle Necromancy is no match for the traditions of Cordon-Bleu Sorcery!"

Scamper can be found in the Fantasy Companion page 8 or Wizards &Warriors page 5.

Gríðr

Seasoned Dwarf Brigand.
Wild Card
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d8 (d10 if Drunk) 

Skills: Climbing d6, Fighting d6, Lockpicking d6, Notice d6, Shooting d6, Stealth d8, Streetwise d6 
Charisma: 0; Pace: 5; Parry: 5; Toughness: 8 (2) +1 if Drunk 


Hindrances: Greedy (Minor), Major Habit (Alcohol), Minor Enemy(Narthavar)

Edges: Danger Sense, Dodge, Liquid Courage, Sunder, Thief 

Gear: Throwing Axe (Range 3/6/12, Str+d6), Scale Armour under a leather coat(+2), Short Sword (Str+d6), Thieves Tools, Bottle of mushroom vodka, Whatever loot he's recently acquired.

Special Abilities:Low Light Vision: Ignores penalties for Dim and Dark lighting.

"If thee got to pick a pocket or two, best pick big ones."

Friday 25 July 2014

Bonnacon

Bizarre Medieval Creature
Attributes: Agility d6, Smarts d4(Animal), Spirit d6, Strength d12+2, Vigor d10
Skills: Fighting d6, Notice d8, Survival d6
Pace: 7; Parry: 5; Toughness: 12(2)

Edges: Extraction

Special Abilities
• Armour +2: Natural armour.
• Hooves: Str+d4.
• Low Light Vision: No penalties for dim or dark lighting.
• Size +3: Increases Toughness by +3.
• Burning Feces: When using Extraction lays a cone from its base directly over the character it can freely escape. Characters under the cone must make an Agility test at -2 or suffer 2d6 Fire Damage. 

"When we find the Wizard who created this, well then we didn't find him and he just spontaneously exploded, right?"

Not a Reaper Bones figure...

Saturday 5 July 2014

Axe Barbarian

Seasoned Axe Murderer
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d6, Notice d6, Havoc d6, Intimidation d8, Stealth d6, Survival d6, Throwing d6.
Pace: 6; Parry: 6; Toughness: 8 (1)

Hindrances: Major Habit (Drunken Brawls)
Edges: Arcane Background (Superpowers), Brawny, Mighty Blow, Sweep.
Powers: (20 Power Points) Havoc (Centred on self, Dramatic Muscle Flex.)

Gear: Bronze battle axe (Str+d8), Heavy helm and oiled muscles (+1).

"RRRGHH. Red Barbarian needs frenzy badly!"

Ardynn

Elven Hero
Attributes: Agility d10, Smarts d10, Spirit d6, Strength d6, Vigor d8 
Skills: Fighting d10, Investigation d6, Notice d6, Riding d4, Shooting d6, Spellcasting d10, Stealth d6, Taunt d6 
Charisma: 0; Pace: 6; Parry: 7; Toughness: 8 (2) 

Hindrances: All Thumbs, Bloodthirsty, Death Wish, Minor Vow (Let his actions speak for his past.) 
Edges: Ambidextrous, Arcane Background (Magic), Jack-of-All-Trades, Level Headed, New Power, Power Points, Power Surge, Two-Fisted 
Powers: (15 Power Points) Bolt(Knives of Wind), Damage Field (Shadow of Death), Detect Arcana (Fey Sight), Warrior’s Gift (Pillaging the Akashic Library)

Gear: Enchanted Leathers(+2), Ishcris and Urhucris (Str+d6+2, AP 2) x2, Knife/Dagger (Range 3/6/12, Str+d4), Spellbooks written in demon's blood.

Special Abilities:

• Low Light Vision: Ignores penalties for Dim and Dark lighting.

"There can be no peace with demons."

Thursday 12 June 2014

Aaron the Conjuror

Legendary (120 XP) Human Conjuror
Wild Card
Attributes: Agility d6, Smarts d12, Spirit d8, Strength d6, Vigor d4
Skills: Fighting d6, Intimidation d6, Investigation d6, Knowledge (Arcana) d8, Notice d8, Repair d6, Spellcasting d12, Streetwise d4, Taunt d4
Charisma: -2; Pace: 6; Parry: 6; Toughness: 6 (2)


Hindrances: Curious, Greedy (Minor), Mean
Edges: Arcane Background (Magic), Danger Sense, Elan, Improved Rapid Recharge, Level Headed, Luck, New Power x4, Power Points x4, Power Surge, Wizard


Powers: [30 power Points, Wizard] Armor, Blast, Bolt, Deflection, Detect/Conceal Arcana, Greater Healing, Telekinesis


Gear: Enchanted Robes (+2), Staff (Str+d4, Parry +1, Reach 1, 2 hands)     


“What is magic? There is the wizard's explanation... wizards talk about candles, circles, planets, stars, bananas, chants, runes and the importance of having at least four good meals every day.”   

Tuesday 10 June 2014

Optimax


Legendary (120 XP) Dragon Transformed Kobold
Wild Card
Attributes: Agility d8, Smarts d6, Spirit d10, Strength d12+3, Vigor d10
Skills: Fighting d8, Intimidation d10, Knowledge (Arcana) d4, Knowledge (History)d6,  Notice d6, Survival d6, Tracking d6
Charisma: -; Pace: 6; Parry: 6; Toughness: 11(4)

Hindrances: Curious, Greedy (Minor), Mean Edges: Alertness, Counter Attack, Improved Dodge

Special Abilities:
• Armour +4: Scales.
• Claws: Str+d8.
• Arcane Sense: Dragons can Detect supernatural persons, objects or effects within line of sight. This takes deliberate effort and a Spirit Roll at -2 to avoid suffering a level of fatigue that can be removed with an hours rest.
• Flight: Flying Pace of 16".
• Breath Weapon: Spirit Roll; 2d10; Cone Template; avoid with Agility -2 roll. On a 1 on the Spirit Roll the Dragon is Shaken.
• Size +4: Increases Toughness by +4.
• Large: -2 to attack medium-sized foes, they receive +2 to their attacks.
 Tail: +2 to Agility Rolls involving balance or agility tricks. 
• Fear: As an Action the Dragon can cause all non dragons/kobolds within a Large Burst template centred on itself to make a spirit check or roll on the fright table.

"Soon, I will be Invincible!"

A Sundered Skies Chosen Drakin transformed to a Dragon.
The Attibute minimums required to aquire all the Dragon Edges means that as far as I can tell you can't acquire Dragon Growth and thus Large size at a lower XP value

Saturday 17 May 2014

Weapons Locker

Toughness: 16 (6)

Small Arms

  • Light Pulser: Range:12/24/48 Damage:2d6, RoF 4, AP 4, Auto
  • Sabot Pistol: Range:16/32/64 Damage:2d6, RoF 3, AP 6

Long Arms

  • Assault Blaster: Range:12/24/48, Damage:2d8, RoF 3, AP 2, Auto
  • Chaingun: Range:50/100/200 Damage:3d6 Rof:4 AP 2, Auto, Snapfire
  • Pulser: Range:12/24/48 Damage:2d8, RoF 4, AP 4, Auto
  • Sabot Rifle: Range:28/56/112 RoF:3 Damage:2d8, AP 6; Scope
  • Steyr Fantom: Range:30/60/120, Damage:2d8, RoF 3, Shots 30, AP 5, Auto, 3RB, Scoped, Silenced
  • Strelitz Rifle: Range:50/100/150 Damage:2d8+1, RoF:1, AP 8, Scope, No Move and Fire, Heavy Weapon

Psychotronic Weapons

  • Neural Disruptor: Range:15/30/60, Damage:2d8, RoF 2, Shots 10, AP4, Semi-Auto, Does Fatigue instead of Wounds, Unconsciousness for 1d6 hours on Incapacitation, User may take an action and spend 1 Power Point to reload shots equal to a Psionics roll.
  • Psi Amp: Doubles Range and Duration of Psionic Powers

Support Weapons

  • Chaingun: Range:50/100/200 Damage:3d6 RoF:4, AP 2, Auto, Snapfire
  • Incinerator: Range:Cone, Damage:2d10, RoF:1, Ignores Armor, Heavy Weapon, Starts Fires
  • Vulcan HMG: Range:50/100/200 Damage:2d8, RoF: 6, AP 6, Snapfire, Heavy Weapon

Explosives

  • Demo Charge: When properly placed against the target with the shaped charge facing the target, a Demo charge is a Heavy Weapon doing Damage:4d6 AP12 to the target and Damage:3d6 AP2 to everything within a Small burst.
  • Plasma Grenades: Throwing, Range:5/10/20 RoF 1 Damage:4d6 Medium Burst, Grenade
  • Proximity Grenade: Throwing, Range 5/10/20, Damage:3d8, Medium Burst Template, Grenade, Motion sensor starts the next turn after being thrown, placed or remotely activated. Explodes when anything larger than size -4 comes within 4 meters of it.
  • Underbarrel RPG launcher: Damage:3d8, Range:24/48/96, RoF 1, AP 20, Heavy weapon, 4 shots

Melee Weapons

  • Powerfist: Str+2d6, AP4
  • Vibroknife: Str+d6+1, AP2, can't be thrown


Special Abilities
•  Lockdown: Requires a raise on a lockpicking test to open without the security code.

"What's in this Toybox?"

Tuesday 13 May 2014

Erynth Grask

Wild Card
Attributes: Agility d12, Smarts d12, Spirit d8, Strength d12+3, Vigor d12+2Skills: Fighting d12, Intimidation d12, Climbing d12+2, Notice d12+3, Stealth d10, Spellcasting d6Pace: 6; Parry: 8; Toughness: 14 (1)

Edges: Arcane Background (Magic), Frenzy, Improved Sweep (Claws and Tentacles only)
Powers: (20 Power Points) Detect Arcana (see invisibility), Telekinesis

Special Abilities
• Armour +1: Dimensional Ooze.
• Claws and Tentacles: Str+d8; Grab.
• Bite: Str+d10.
• Tremorsense: No vision penalties for darkness (range 12").
• Burrow: Can burrow and reappear within 5".
• Extraplanar: Not native to the material plane, and can be targeted by Banish.
• Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
• Evil: Affected by powers and abilities that work on evil creatures.
• Size +4: Twelve feet long; Toughness +4.
• Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

"It is possible there is only one Erynth Grask and those encountered are mearly it's dreams projected into the mortal world."

Raster


Attributes: Agility d10, Smarts d6 (A), Spirit d6, Strength d12, Vigor d10
Skills: Fighting d6, Notice d8, Shooting d8
Pace: 8; Parry: 5; Toughness: 10 (1)

Edges: Extraction.

Special Abilities:
• Armour +1: Natural armour.
• Bite: Str+d4.
• Sonic Scream: Vigor+d6, Shooting, Range 6/12/24, RoF 1. AP 4.
• Exceptional Hearing: No penalties for dim or dark lighting.
• Fast Runner: Roll d8 when running instead of d6.
• Flight: Flying Pace of 9" and Climb 3.
• Size +2: Thirty foot Wingspan; Toughness +2.
• Weakness: Exceptional Hearing. Take +4 damage from Sonic attacks.
• A Wizard did it: The corpse of an adult raster contains magically charged organs that can be used in Alchemical procedures to substitute for d6-2 Power Points.

"Most raster encountered will be tamed riding beasts, controlled by a set of whistles. A few are instead trained to respond to bagpipes."

Sunday 4 May 2014

Mahou Nezumi

Novice Magical Mouse
Wild Card
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6 
Skills: Fighting d6, Healing d4, Notice d6, Persuasion d6, Repair d4, Smite d8, Speed d8, Stealth d6, Taunt d4 
Charisma: 0; Pace: 5; Parry: 5; Toughness: 5(2)

Hindrances: Big Mouth, Curious, Stubborn 
Edges: Arcane Background (Super Powers), Martial Artist, New Power, Scamper
Powers: (20 Power Points) Smite ("Princess Power"), Speed ("Swift Justice"

Gear: Magic Wand (Range 12/24/48, Damage 2d6, Shots 17, AP 1, Semi-Auto, Does Fatigue levels rather than Wounds for damage) Magic Princess Frills and Tiara(+2)

Racial Abilities:
• Low Light Vision: No penalties for dim or dark lighting.
• Small: Size -1, Toughness -1. 
• Short Legs: Pace 5

Scamper can be found in the Fantasy Companion page 8 or Wizards &Warriors page 5.

"By the Power of the Moon!"

Tuesday 29 April 2014

Eando Kline

Seasoned Human Pathfinder
Wild Card
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d8 
Skills: Fighting d6, Investigation d6, Lockpicking d6, Notice d6, Perform d6, Persuasion d4, Stealth d6, Streetwise d6, Tracking d4 
Charisma: 0; Pace: 6; Parry: 5; Toughness: 7 (1) 

Hindrances: Curious, Minor Enemy (Arnois Belzig), Loyal Edges: Arcane Background (Miracles), Hard to Kill, Luck, New Power, Troubadour
Powers: (10 Power Points) Boost/Lower Trait (Ancient lizardfolk mystic katas), Healing (Desnan hymns), Legerdemain (Smoke and mirrors.) 

Gear: Leather (+1, Covers torso, arms, legs), Short Sword (Str+d6)

"My bottle's got only one surface."

Sword Girl

Veteran Human Landsknecht
Wild Card
Attributes: Agility d10, Smarts d6, Spirit d6, Strength d10, Vigor d6 
Skills: Fighting d10, Intimidation d6, Notice d6, Repair d6, Stealth d6, Streetwise d4, Throwing d6 
Charisma: 0; Pace: 8; Parry: 6; Toughness: 8 (3) 

Hindrances: Big Mouth, Death Wish, Overconfident 
Edges: Improved Dodge, First Strike, Fleet-Footed, Sweep, Improved Trademark Weapon (Nachtmacher)

Gear: Nachtmacher (Great Sword,Str+d10, Parry –1, 2 hands, Provides the Giant Killer Edge and Low Light Vision to its wielder.), Knife (Range 3/6/12, Str+d4) x2, Plate Corselet (+3)

"Like any master of the Order of St. Mark, I charge rather more than a mere mercenary."

Thursday 24 April 2014

Kristianna Demonbane


Veteran Crusader Warlord
Wild Card
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d8, Vigor d8 
Skills: Fighting d8, Lockpicking d4, Notice d6, Persuasion d6, Riding d8, Shooting d6, Stealth d6, Streetwise d6 
Charisma: 0; Pace: 6; Parry: 6; Toughness: 9 (3) 

Hindrances: Code of Honor, Minor Enemy (Demons), Loyal
Edges: Arcane Background (Super Powers), Command, Danger Sense(Angelic Visions), Florentine, Luck, Two-Fisted 
Powers: Summon Ally(Angelic Guardians)

Gear: Bow (Range 12/24/48, 2d6), Formal Clothing, Lance (Str+d8, AP 2 when charging, Reach 2, only usable in mounted combat), Long Sword (Str+d8) x2, Enchanted Armour (+3, Provides the Champion edge when fighting Demons), War Horse (Night's Approach), War Horse Barding (+3)

"The Tower of the Dawn may have fallen. So? Buildings can be rebuilt. The Tower in our hearts has not fallen to mere demons."

Thoughts on Showdown Points Values

There are a couple of issues with Showdown points values which are why I haven't included them yet, despite wishing to.

1] A number of the creatures include non standard combat abilities. As examples the Hydra of Lerna's Radiation Field or the Weeping Angel's Perceptual Locking are not trivial fits for the points system. And I'd need to come up with appropriate values and/or substitutes.

Which leads to

2] The Points system is more a crude guideline that's a reasonable approximations so long as the figures are kept near comparable values rather than anything rigorous. Especially compared with the Legions of Steel Points System or the Silhouette VCS. 


and 3] The Excel spreadsheet isn't terribly user friendly.

These are potentially soluble but my experience with Showdown is the points values are more a guideline after you've made sure that the forces available to each side are not incompatible. A number of the Big Monsters would probably need to be trimmed down to keep the numbers sane.

It's been on the list of things I've been wishing to do since the beginning. But the amount of work to prepare the simplified statblocks and process them is sufficient that I'm considering this a relatively low priority at the moment and letting it simmer.

Thursday 17 April 2014

Sir Conlan

Veteran Crusaders Sergeant
Wild Card
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d8, Vigor d8
Skills: Faith d8, Fighting d8, Intimidation d8, Investigation d6, Notice d6, Shooting d6, Streetwise d6  
Charisma: 0; Pace: 6; Parry: 6; Toughness: 9 (3)

Hindrances: Code of Honor, Death Wish, Minor Vow (Avenge the Fall of Denelspire)
Edges: Arcane Background (Miracles), Brave, Champion, First Strike, Holy Warrior, Nerves of Steel
Powers: (10 Power Points) Banish, Warrior’s Gift

Gear: Bastard sword (Str+d8, Parry –1, can be wielded in two hands for +1 damage), Medium Shield (+1 Parry, +2 Armor to ranged shots that hit in arc), Plate Corselet (+3)

"There are two kinds of undead. Those that fight for the light and those that don't. It seems obvious we should leave destroying the first type until after the second."

Wednesday 16 April 2014

Holy Vindicator

Attributes: Agility d6, Smarts d6, Spirit d8, Strength d10, Vigor d8 
Skills: Faith d8, Fighting d10, Intimidation d6, Notice d6, Streetwise d4, Throwing d4 
Charisma: 0; Pace: 6; Parry: 9; Toughness: 10 (3) 

Hindrances: Death Wish, Loyal, Vow (Major) 
Edges: Arcane Background (Miracles), Brave, Brawny, Combat Reflexes, Improved Frenzy Powers: [(10 Power Points) Bolt(Boiling his enemies blood), Healing (Cauterising wounds), Smite (Anointing weapons with his burning blood)

Gear: Large Shield(+2 Parry, +2 Armour to ranged shots that hit in arc), Long Sword (Str+d8), Plate Corselet (+3)

"Blood will Out!"

Tuesday 15 April 2014

Yoku

Novice Rogue
Wild Card
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d12, Notice d6, Stealth d6, Streetwise d6, Taunt d6
Charisma: -2; Pace: 6; Parry: 8; Toughness: 6 (1)

Hindrances: Greedy (Major), Outsider, Wanted (Minor)
Edges: Florentine, Two-Fisted

Gear: Knife/Dagger (Range 3/6/12, Str+d4), Leather (+1), Rope (10”), Short Sword (Str+d6) x2

"Property is Theft."

Monday 14 April 2014

Alistrilee

Seasoned Elf Archer
Wild Card
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6 
Skills: Climbing d6, Fighting d6, Notice d6, Shooting d8, Stealth d6, Survival d6, Taunt d6, Tracking d6 
Charisma: 0; Pace: 6; Parry: 5; Toughness: 7 (2) 
Hindrances: All Thumbs, Anemic, Arrogant, Loyal 
Edges: Alertness, Danger Sense, Marksman, No Mercy, Steady Hands 

Gear: Chain Hauberk (long coat) (+2, Covers torso, arms, legs), Dagger (Str+d4), Elven bow (Range 15/30/60, 2d6), $175 

Special Abilities:
Low Light Vision: Ignores penalties for Dim and Dark lighting.
"I like Bows. Unlike Knives and Swords, you don't feel your victim die."

Sunday 13 April 2014

Olivia

Seasoned Human Cleric
Wild Card
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6  
Skills: Faith d8, Fighting d6, Healing d6, Notice d6, Persuasion d8, Stealth d4, Streetwise d4, Swimming d4 
Charisma: 2; Pace: 6; Parry: 5; Toughness: 7 (2) 

Hindrances: Heroic, Pacifist (Minor), Minor Vow (Hippocratic Oath) 
Edges: Arcane Background (Miracles), Attractive, Healer, Holy/Unholy Warrior, New Power, Power Points 
Powers: [15 Power Points] Healing, Slumber, Succor 

Gear: Mace(Str+d6), Chain Hauberk (+2), Holy Water, Medical Supplies.

“Some people see scars, and it is wounding they remember. To me they are proof of the fact that there is healing.”

Saturday 12 April 2014

Eregris Darkfathom

Evil High Sea Priest
Wild Card
Attributes: Agility d6, Smarts d8, Spirit d6, Strength d8, Vigor d6
Skills: Boating d6, Faith d8, Fighting d6, Intimidation d6, Investigation d8, Knowledge (Law) d8, Persuasion d6, Stealth d6, Streetwise d6, Swimming d8, Taunt d6
Charisma: 0; Pace: 5; Parry: 6; Toughness: 8 (3)

Hindrances: Arrogant, Elderly, Major Habit (Immersion in Salt Water)
Edges: Arcane Background (Miracles), Connections
Powers: (10 Power Points) Banish (Picking legal holes in Summonings), Boost/Lower Trait  (Celestial Injunctions)

Gear: Knife/Dagger (Range 3/6/12, Str+d4), Plate Armour (+3), Sacrificial Flensing Blade (Str+d6), Spear (Str+d6, Parry +1, Reach 1, 2 hands)

"Due to the trappings for the flags in the kingdom's courts, you are legally a boat. Therefore you come under my authority as the Receiver of Wreck. And thus I can claim your soul as jetsam. It's all in accordance with the doctrine of the freeman of the sea."

Friday 11 April 2014

Baldy McAxe

Seasoned Axe Murderer
Wild Card
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d6 
Skills: Climbing d6, Fighting d8, Intimidation d6, Notice d6, Survival d6, Throwing d6, Tracking d6 
Charisma: -2; Pace: 8; Parry: 6; Toughness: 6 (1) 

Hindrances: Mean, Overconfident, Minor Phobia (Acrophobia) 
Edges: Ambidextrous, Fleet-Footed, Steady Hands, Two-Fisted 

Gear: Axe, Throwing (Range 3/6/12, Str+d6), Battle Axe (Str+d8) x2, Leather (+1)

"Six hours to chop down de tree and I vill spend de first four sharpening de axe."

Wednesday 9 April 2014

Traeg

Wildcard
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d10, Vigor d8 
Skills: Fighting d8, Climb d8, Intimidation d8, Knowledge(Dendrology) d10, Notice d8+1, Shooting d6, Stealth d6, Survival d8, Tracking d6 
Pace: 6; Parry: 7; Toughness: 7(9) 

Hindrances: Arrogant, Bloodthirsty
Edges: Brawny, Combat Reflexes, Mighty Blow, Sunder, Trademark Weapon (Death of Trees), Woodsman 

Gear: Death of Trees(Battle Axe,Str+d8), Partial Plate Armour(+2) Shield (Parry +1)

Special Abilities: 
Keen Senses: +1 to notice
Strong Legs: Beastmen can jump 2” horizontally from a dead stop, or up to 4” with a “run and go.” A successful Strength roll grants two extra inches of distance.
Horns: Str+d4 damage

"Leaping from tree to tree! As they float down the mighty rivers of British Columbia! With my best girl by my side!  The Larch! The Pine! The Giant Redwood tree! The Sequoia!"

Sunder is described on p4-5 of Wizards and Warriors.

Tuesday 8 April 2014

Gnome Cultist

Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d6, Boating d6, Knowledge(Disturbing Things) d8, Intimdate d4, Notice d4, Throwing d4
Pace: 6; Parry: 5; Toughness:5


Hindrance: Bloodthirsty, Loyal, Poor
EdgeBerserk, Tough 

Gear: Combat Gaff (Str+d6, +1 to tricks involving tripping or unbalancing opponents). 

Special Abilities: 
Fanatics: When a Wild Card cult leader is hit by a successful attack, a Gnome Cultist within half their pace jumps in front of his master and suffers the attack instead.
• Short: Gnomes average only about 4’ tall. Their small size subtracts 1 from their Toughness. Gnomes have a Size of –1, and cannot take the Small Hindrance.

"Parabola. For the sacred cone!"

Monday 7 April 2014

Anwyn

Seasoned Human Bard
Wild Card
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d6, Investigation d4, Lockpicking d6, Notice d6, Perform d8, Persuasion d8, Stealth d6, Streetwise d6  
Charisma: 0; Pace: 6; Parry: 5; Toughness: 6 (1)

Hindrances: Big Mouth, Curious, Loyal
Edges: Arcane Background (Miracles), Élan, Linguist, Luck, Troubadour

Powers: (10 power points) Bless/Curse (Inspiring and Depressing Melodies), Fear (The Midnight Dirge)

Gear: Enchanted travel gear (+1), Short Sword (Str+d6), Pipes.

"Hamlyn, you say. I've never visited that city myself." 

Troubadour and Perform are described on p4-5 of Wizards and Warriors.

Sunday 6 April 2014

Warlord Pauldron

Veteran Human Antagonist
Wild Card
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d10, Vigor d8  
Skills: Climbing d4, Fighting d10, Intimidation d8, Notice d6, Stealth d6, Streetwise d6, Throwing d6
Charisma: 0; Pace: 8; Parry: 6; Toughness: 10 (4) 

Hindrances: Loyal, Overconfident, Stubborn 
Edges: Command, Common Bond, Elan, Improved Sweep 

Gear: Great Sword (Str+d10, Parry –1, 2 hands), Knife/Dagger (Range 3/6/12, Str+d4), Eisenvargr, the demon armour of the Iron Wolves (+4, Doubles jumping distances and grants +2 Pace and a running die of +d8)

"There is strength to be found in friendship, fighting spirit can tip the scales of battle, but in the end power is the true measure of what is just."

Saturday 5 April 2014

Beastman Woodcutter

Attributes: Agility d6, Smarts d4, Spirit d6, Strength d8, Vigor d8 
Skills: Fighting d8, Intimidation d8, Notice d8+1, Shooting d6, Stealth d6, Survival d8, Tracking d6 
Pace: 6; Parry: 5; Toughness: 7(8) 

Edges: Brawny, Combat Reflexes, Woodsman 

Gear: Great Axe (Str+d10, AP1, Parry -1, 2 Hands)



Special Abilities: 
Armour +1: Bestial hide. 
Keen Senses: +1 to notice
Horns: Str+d4 damage
Strong Legs: Beastmen can jump 2” horizontally from a dead stop, or up to 4” with a “run and go.” A successful Strength roll grants two extra inches of distance.

"Gharbad was wheeak."

Tuesday 1 April 2014

The Castle that Walks

Wild Card
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d10, Vigor d8
Skills: Fighting d8, Healing d8, Intimidation d6, Notice d8, Survival d6, Throwing d6
Charisma: 0; Pace: 6; Parry: 5; Toughness: 10 (3)

Hindrances: Bloodthirsty, Loyal, Stubborn
Edges: Brawny, Counterattack, Fast Healer, Nerves of Steel

Gear: Great Sword (Str+d10, Parry –1, 2 hands), Dagger (Range 3/6/12, Str+d4), Castle of the Tesseract (+3, Damage Field(Skill d8, 20 Power Points, Army of Very Small People living in the armour))

"The Bald guy? He's just a puppet for the lord who rules the castle."

Saturday 29 March 2014

Mouseling Assassin

Novice Mouseling Hired Blade
Wild Card
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6 
Skills: Climbing d6, Fighting d6, Intimidation d6, Investigation d6, Notice d6, Stealth d8, Streetwise d6, Throwing d6 
Charisma: 0; Pace: 6; Parry: 5; Toughness:

Hindrances: Bloodthirsty, Cautious, Minor Greed
Edges: Assassin, Danger Sense, Scamper

Gear: Short Sword (Str+d6), Knife/Dagger (Range 3/6/12, Str+d4) x2

Racial Abilities:
• Low Light Vision: No penalties for dim or dark lighting.
• Often Overlooked: Start with Stealth d6
• Scamper: Starts with Scamper Edge

• Small: Size -1, Toughness -1. 
• Short Legs: Pace 5

Scamper can be found in the Fantasy Companion page 8 or Wizards &Warriors page 5.

"You come up with the cheese and problems can be made to go away."

Friday 28 March 2014

Mouseling Trickster

Novice Mouseling Troublemaker
Wild Card
Attributes: Agility d6, Smarts d8, Spirit d6, Strength d6, Vigor d6 
Skills: Fighting d6, Investigation d6, Notice d6, Persuasion d6, Stealth d6, Streetwise d8, Taunt d6, Throwing d6 
Charisma: 0; Pace: 8; Parry: 5; Toughness:

Hindrances: Arrogant, Minor Phobia (Not being noticed), Stubborn 
Edges: Fleet-Footed, Luck, Scamper

Gear: Knife/Dagger (Range 3/6/12, Str+d4), Satirical Glove Puppets.

Racial Abilities:
• Low Light Vision: No penalties for dim or dark lighting.
• Often Overlooked: Start with Stealth d6
• Scamper: Starts with Scamper Edge

• Small: Size -1, Toughness -1. 
• Short Legs: Pace 5

Scamper can be found in the Fantasy Companion page 8 or Wizards &Warriors page 5.

"Help, I'm being oppressed!"

Thursday 27 March 2014

Flying Saucer

Acc/Top Speed: 50/1000 Climb: 4; Toughness: 20 (4) Crew: 1
Notes: Heavy Armour
  • Sensor Array: UFO's ignore all lighting penalties, and the pilot gets a +2 to Notice rolls to spot other aircraft.
  • Weapons:
  • Particle Beam: 150/300/600; Damage 5d10 (Heavy Weapon); ROF 2.
  • Tractor Beam: These allow the craft to manipulate items up to 12” away; it can lift, hold, and manipulate up to two tons.

 "A small vehicle usually seen in a close support role."

Sunday 16 March 2014

Decker Lugstampf

Mad Scientist
Wild Card
Attributes: Agility d6, Smarts d8, Spirit d6, Strength d4, Vigor d6
Skills: Fighting d6, Intimidation d4, Investigation d4, Knowledge (Chemistry) d6, Knowledge (Engineering) d6, Notice d8, Repair d8, Riding d4, Shooting d4, Weird Science d8
Charisma: -1; Pace: 6; Parry: 4; Toughness: 7(2) + Armor power

Hindrances: Bad Eyes (Minor), Grim Servant o’ Death, Minor Habit (Showing them All).
Edges: Arcane Background (Weird Science), Gadgeteer, McGyver, New Power x2, No Mercy
Powers: (Power Points 20) Armor, Boost (Strength), Smite.

Gear: Adjustable Spanner (Str+d4), Power Fist (Gadget for Smite), Steam Powered Armour (+2 and Gadget for Armor and Boost Strength Powers).

"Bwah-ah-hah." clunk "Spit. Could you pass me that spanner."

Grim Servant of Death is from Deadlands Reloaded. Substitute Bad Luck if you don't have it available.

Caryatid

Attributes: Agility d6, Smarts d4 (M), Spirit d6, Strength d8, Vigor d8
Skills: Fighting d8, Stealth d8 
Charisma: -; Pace: 6; Parry: 5; Toughness: 10 (4)
Edges: First Strike, Harder to Kill, Improved Arcane Resistance.
Gear: Sword (Str+d8)
Special Abilities
Armour +4: Made of stone.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness.
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
It's a Trap: +4 to Stealth when pretending to be statue or bas-relief. +2 to called shots to disarm or to attack the opponents weapon. Construct: +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.

"Originally this form of enchantment was used to create dancing girls."

Skeleton Skirmisher

Attributes: Agility d8, Smarts d4, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d8, Intimidation d6, Notice d6
Pace: 8; Parry: 7; Toughness: 7

Edge: Extraction
Gear: Spear (Str+d6, Reach 1, +1 Parry)

Special Abilities
• Bony Claws:
Str+d4.

• Fearless: Skeletons are immune to Fear and Intimidation.
• Undead: +2 Toughness; +2 to recover from being
Shaken; called shots do no extra damage.
• Fleet of foot: Running die is d8
 
An improvement over the standard Skeleton created by a Master Necromancer (Horror Companion p6)

Cyclops Hordeling

Attributes: Agility d6, Smarts d4, Spirit d6, Strength d6, Vigor d8
Skills: Fighting d4, Jet d6, Notice d4, Stealth d8

Charisma: -; Pace: 6; Parry: 4; Toughness: 6 (1)

Edges: Arcane Background(Super), Frenzy

Powers: (20 Power Points) Jet (Baleful Gaze).


Special Abilities
Armour +1: Demonic flesh.
Bite: Str+d4.
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Evil: Affected by powers and abilities that work on evil creatures.

Resistances: -2 damage from acid and fire.
Size -1: Four feet tall; Toughness -1.

"I can see no way that this could have evolved."