Friday, 24 January 2014

Avatar of Sokar

Wild Card
Attributes: Agility d8, Smarts d8, Spirit d10, Strength d8, Vigor d10
Skills: Faith d12+2, Fighting d12+2, Intimidation d10, Knowledge(Who has Died) d12+2, Tracking d8
Pace: 6; Parry: 10; Toughness: 10 (2)


Hindrances: Enemy(All Undead)
Edges: Arcane Background(Miracles), Block, Champion, Command, Hold the Line, Holy Warrior, Fervor, Master (Faith, Fighting) 
Powers: (20 Power Points) Bless/Curse(Fighting, Shooting), Healing, Warriors Gift 

Gear: Enchanted Pectoral (+2), Blessed mace
(Str+d10, Heavy Weapon, see below)


Special Abilities:

• Falcon Beak: Str+d4, ignores undead invulnerabilities and immunities.
Blessed Mace: Undead and Supernaturally evil creatures suffer double damage. The bonus from the Champion Edge is added after the base damage is doubled.
• Holy Scorn: After the Avatar of Sokar has finished movement, all adjacent undead suffer 2d6 damage.
Fighting for Life: Non-evil Extras and Wild Cards within the Avatars Command range gain the benefits of its leadership edges if they are fighting an undead creature.

• Divine Flesh: Avatars make a free Soak roll each time they suffer damage.
• Fearless: Immune to Fear and Intimidation.
• Resilient: A second Shaken result from a physical source does not cause a wound.
• Arcane Resistance: +2 Armor versus magic, and +2 to rolls made to resist magical effects.
• Invulnerability: Avatars are immune to poison, disease, and Fatigue loss from environmental affects. They count as having Heavy Armor against nonmagical attacks.
Size +1: Avatars of Sokar stand 8’ tall.


"My door opens to all. Some try to refuse for a while."

Thursday, 23 January 2014

Avatar of Thoth

Wild Card
Attributes: Agility d8, Smarts d12+2, Spirit d10, Strength
d6, Vigor d8
Skills: Faith d12+2, Fighting d8, Investigation d12,
Knowledge (all) d12+2, Notice d6, Streetwise d12
Pace: 6; Parry: 7; Toughness: 6

Hindrances: Curious
Edges: Ambidexterous, Arcane Background (Miracles), Improved Extraction, Jack of all Trades, Master (Faith and all Knowledge skills), Scholar (all Knowledge skills), Two-Fisted

Powers:  (20 Power Points) Boost/Lower Trait (Smarts, Investigation, Knowledge, Repair, Streetwise), Detect/Conceal Arcana, Deflection, Dispel, Mind Reading, Warrior's Gift.

Gear: Blades of Creation (Str+d6, +1 Parry, AP6, Heavy Weapon, requires Spirit d10), Periapts of Protection and Scrolls of Lore (+4 Armor versus magic, and +4 to rolls made to resist magical effects.)

Special Abilities:
• Ibis beak: Str+d6, ignores undead invulnerabilities and immunities. 
• Wise Recorder of Fate: +4 to Smarts Tricks. Avatars of Thoth know almost everything that is happening in the material realm. However, They do not reveal this knowledge easily or to those whose intellect and industry they do not respect.
• Watcher of Secrets: For the next hour, Avatar's of Thoth can use any power used in their presence.
• Divine Flesh: Avatars make a free Soak roll each time they suffer damage.
• Fearless: Immune to Fear and Intimidation.
• Resilient: A second Shaken result from a physical source does not cause a wound.
• Invulnerability: Avatars are immune to poison, disease, and Fatigue loss from environmental affects. They count as having Heavy Armor against nonmagical attacks.

"Knowledge is power, guard it well."

Wednesday, 22 January 2014

Morbid Puppet

Attributes: Agility d6, Smarts d6, Spirit d10, Strength d8,
Vigor d8
Skills: Fighting d8, Guts d10, Intimidation d10, Notice
d6, Stealth d8
Pace: 6; Parry: 7; Toughness: 8


Gear: Sword (Str+d6), Shield
(+1 Parry)
 
Special Abilities:
 
Bony Claws: Str+d4. 
• Fear: Anyone who sees a Morbid Puppet must make a Fear
check.
 
• Death is Sleep: Any creature touched by a Morbid Puppet must make a Vigor roll. On a failure, they suffer a point of fatigue. 
• Undead: +2 Toughness. +2 to recover from being Shaken. No additional damage from Called Shots. Immune to disease and poison. 
• Weakness (Sunlight): A Morbid Puppet is weakened by sunlight. Each round in sunlight it must make a Vigor roll or become Exhausted.

Some Master Necromancers know a Heroic level version of Zombie that creates Morbid Puppets.

Tuesday, 21 January 2014

Shadow Tentacles

Shadow Tentacles
Rank: Novice
Power Points: 3
Range: Smarts x2
Duration: 3 (1/round)
Shadow Tentacles summons shadowy tentacles that attack all creatures passing through or remaining in an area.

The caster places a Medium Burst Template on a success or a Large Burst Template on a Raise.

Any creature, including the caster or his allies, entering or that begins its turn in the Template is attacked by the tentacles.

Tentacles attack with a Fighting of d6 and do 2d8 damage. On a raise the creature is pinned and must make a successful Strength test to break free and act. 

The Tentacles provide 1 point of Gang Up Bonus for any attack against creatures on the template.

The tentacles can be considered to have Notice d6 and Detect Arcana d6 if needed to detect concealed or invisible creatures.

Sunday, 19 January 2014

Derro Captain

Wild Card
Attributes: Agility d8, Smarts d6, Spirit d4, Strength d6, Vigor d8
Skills: Fighting d8, Burst d8, Notice d8, Obscure d8, Stealth d10, Shooting d6, Tracking d6

Charisma: +1; Pace: 5; Parry: 6; Toughness: 6 (1)

Edges: Arcane Background (Superpower), Arcane Resistance, Assassin, Command, Level Headed, Two-Fisted

Power: (20 Power Points) Burst(Insane whispers that tear at the fabric of Reality), Obscure(Darkness)

Special Abilities
Darkvision: No vision penalties for darkness (range 12").
Madness: Anyone attempting to read, control or contact the mind of this creature suffers an automatic level of Fatigue.
Size -1: Reduces Toughness by -1.


Gear: Leather armour (+1), short sword and Hook (Str+d6),

Saturday, 18 January 2014

Derro Commando

Attributes: Agility d8, Smarts d8, Spirit d6, Strength d6, Vigor d8
Skills: Fighting d8, Climbing d6, Notice d8, Obscure d6, Repair d6, Stealth d12, Shooting d6
Pace: 5; Parry: 7; Toughness: 6 (1)


Edges: Arcane Background (Superpower), Arcane Resistance, Acrobatic, Assassin, Level Headed 
Power: (20 Power Points) Obscure(Darkness)

Special Abilities 
Darkvision: No vision penalties for darkness.
Madness: Anyone attempting to read, control or contact the mind of this creature suffers an automatic level of Fatigue.
Size -1: Reduces Toughness by -1.


Gear: Leather armour (+1), short sword (Str+d6), Buckler (+1 Parry), Grappling Hook.

Friday, 17 January 2014

Spear Derro

Attributes: Agility d8, Smarts d6, Spirit d4, Strength d6, Vigor d8
Skills: Fighting d8, Notice d4, Obscure d6, Stealth d10, Shooting d4
Pace: 5; Parry: 6; Toughness: 6 (1)


Edges: Arcane Background (Superpower), Arcane Resistance, Assassin, Extraction, Level Headed 
Power: (20 Power Points) Obscure(Darkness)

Special Abilities
Darkvision: No vision penalties for darkness (range 12").
Madness: Anyone attempting to read, control or contact the mind of this creature suffers an automatic level of Fatigue.
Size -1: Reduces Toughness by -1.


Gear: Leather armour (+1), Spear (Str+d6, Reach 1)

Thursday, 16 January 2014

Arran Rabin

Novice Thief
Wild Card
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Climbing d6, Fighting d6, Lockpicking d6, Notice d6, Stealth d8, Streetwise d6, Taunt d6
Charisma: 0; Pace: 6; Parry: 5; Toughness: 6 (1)

Hindrances: Big Mouth, Clueless, Greedy (Minor)
Edges: Assassin, Thief

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

"No, not the Beast, How many times do I have to tell you I'm not that Rabin."

Derro Sorceror

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d8
Skills: Bolt d8, Fighting d4, Havok d6, Notice d6, Obscure d6, Stealth d10, Shooting d4
Pace: 5; Parry: 4; Toughness: 6 (1)


Edges: Arcane Background (Superpower), Arcane Resistance, Assassin, Level Headed 
Power: (20 Power Points) Bolt, Havok, Obscure(Darkness)

Special Abilities
Darkvision: No vision penalties for darkness.
Madness: Anyone attempting to read, control or contact the mind of this creature suffers an automatic level of Fatigue
Size -1: Reduces Toughness by -1.


Gear: Leather armour (+1), Dagger (Str+d4)

Wednesday, 15 January 2014

Derro Sniper

Attributes: Agility d8, Smarts d6, Spirit d4, Strength d6, Vigor d8
Skills: Fighting d8, Notice d4, Obscure d6, Stealth d10, Shooting d8

Pace: 5; Parry: 6; Toughness: 6 (1)


Edges: Arcane Background (Superpower), Arcane Resistance, Assassin, Marksman,
Power: (20 Power Points) Obscure(Darkness)

Special Abilities
Darkvision: No vision penalties for darkness (range 12").
Madness: Anyone attempting to read, control or contact the mind of this creature suffers an automatic level of Fatigue.
Poison: Repeating light crossbow inflicts lethal poison if foe is Shaken or wounded.
Size -1: Reduces Toughness by -1.


Gear: Leather armour (+1), short sword (Str+d6), repeating light crossbow (Shooting; range 15/30/60; 2d6; AP 2; Poison)

Nakayama Hayato

Human Samurai
Wild Card
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d8, Intimidation d6, Notice d6, Riding d6, Shooting d6, Taunt d6, Tracking d6
Charisma: -2; Pace: 6; Parry: 6; Toughness: 9/8 (3/2)

Hindrances: Code of Honor, Enemy (Minor), Outsider
Edges: Ambidextrous, Counterattack, Dodge, Two-Fisted

Gear: Dagger (Str+d4), Long Bow (Range 15/30/60, 2d6), Katana (Str+d6+2, AP 2), O-Yori (+3 (+2), Covers torso, arms, and legs; 1 point of Armor is bypassed if hit with a raise)

"Death is lighter than a feather."

Tuesday, 14 January 2014

Deva

Attributes: Agility d12, Smarts d12, Spirit d12, Strength d12+1, Vigor d12
Skills: Faith d12+2, Fighting d12, Intimidation d12, Notice d12, Knowledge (Religion) d12, Persuasion d12, Stealth d8, Survival d6

Charisma: +2; Pace: 7; Parry: 9; Toughness: 12 (3)

Edges: Arcane Background (Miracles), Brawny, Level Headed, Power Surge, Sweep
Powers: (20 Power Points) Banish, Damage Field(Fire), Dispel, Fear, Greater Healing


Special Abilities
Armour +3: Celestial Battle Array.
Celestial Vision: No penalties for light levels.
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Holy Aura: Attacks, damage, spells and opposed rolls from Evil creatures suffer a -2 penalty.
Flight: Flying Pace of 9" and Climb 2.
Good: Affected by powers and abilities that work on good creatures.
Immunities: Fire, light, illusion, petrification and death magics.


Gear: Greatsword (Str+d10; Parry -1), Shield (+2 Parry, +2 Armor to ranged shots that hit in arc.)

"The less worthy the man, the greater his pride. And fear, best not to forget that which Angels cannot feel."

Axe Girl and Shield

Seasoned Killer
Wild Card
Attributes: Agility d8, Smarts d4, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d10, Gambling d4, Intimidation d6, Notice d4, Riding d6, Shooting d6, Survival d4, Taunt d4
Charisma: 0; Pace: 6; Parry: 8; Toughness: 8 (2)  

Hindrances: Death Wish, Delusional (Minor), Vengeful (Major) Edges: Dodge, Mighty Blow, Nerves of Steel, Sweep, Trademark Weapon (Bastard Axe)

Gear: Bastard axe (Str+d8, Parry –1, can be wielded in two hands for +1 damage), Improvised Armour (+2), Demon Shield (+2 Parry, +2 Armor to ranged shots that hit, Enchantment provides Berserk and +2 to Intimidation)

"Grrr."
"I don't think my shield likes you."

Monday, 13 January 2014

Mystic Theurge

Veteran Esoteric Mystic
Wild Card
Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6, Vigor d6
Skills: Bolt d8, Fighting d6, Fly d8, Healing d10, Investigation d6, Notice d6, Persuasion d6, Stealth d6 Charisma: 0; Pace: 6; Parry: 5; Toughness: 7 (2)

Hindrances: Curious, Poverty, Vow (Minor)
Edges: Arcane Background (Super Powers), New Power x2
Powers: Bolt, Fly, Healing

Gear: Light Mace (Str+d4), Blessed Robes (+2)

"I understand the power of the Gods."

Mouseling Damiyo

Seasoned
Wild Card
Attributes: Agility d6, Smarts d8, Spirit d6, Strength d6, Vigor d6 
Skills: Fighting d6, Intimidation d6, Lockpicking d6, Notice d8, Shooting d6, Stealth d6, Streetwise d6, Taunt d6 
Charisma: 2; Pace: 5; Parry: 5; Toughness: 6(2) 


Hindrances: Code of Honor, Stubborn, Vengeful (Minor) 
Edges: Command, Command Presence, Hold the Line!, Inspire, Noble, Rich, Scamper
Gear: Katana (Str+d6+2, AP 2), Knife/Dagger (Range 3/6/12, Str+d4), Concealed chainmail (+2)

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

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

"When is it not dangerous ground? When it is deadly ground I fear."

Sunday, 12 January 2014

Dragon Tortoise



Attributes: Agility d10, Smarts d4 (M), Spirit d8, Strength d12+6, Vigor d12+3
Skills: Fighting d10, Notice d10, Swimming d12+2
Charisma: -; Pace: 6; Parry: 7; Toughness: 24 (5)

Edges: Two-Fisted.
 

Special Abilities
Armour +5: Hardend Scales.
Powerful Claws: Str+d8.

• Snapping Bite: Str+d6, Grab.
Sonar: No vision penalties for darkness underwater.
Fearless: Immune to fear and Intimidation.
Aquatic: Swimming Pace of 14", and cannot drown.
Size +10: Increases Toughness by +10.
Gargantuan: -4 to attack medium-sized foes, they receive +4 to their attacks. Counts as having Heavy Armour and Heavy Weapons.

Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Swallow: After successfully pinning a victim with a bite attack, this creature may make an opposed Strength roll as a normal action. If successful the victim has been swallowed, and automatically suffers Str+d8 damage every round after that. A swallowed victim can attempt to climb back up to the creature's mouth as a normal action with an opposed Strength roll, although it still remains pinned by the bite. This ability does not work on Large or bigger targets.

 
Some dragon tortoises can breath fire or fly by emitting jets of flame.
Flight: Pace 12, climb -2.
Fire Breath: Use the Cone Template; anyone inside makes an Agility roll at -2 or takes 2d8 damage. The dragon tortoise can't use its claw/bite attacks in the same round it uses its breath weapon.


"Dragon Tortoises are reputed to be freinds to all children. Possibly because they are too small to catch."

Saturday, 11 January 2014

Hawk



Attributes: Agility d12, Smarts d6 (A), Spirit d8, Strength d4, Vigor d8
Skills: Fighting d6, Notice d12
Charisma: -; Pace: 4; Parry: 5; Toughness: 4
Edges: Frenzy
Special Abilities
Talons: Str.
Low Light Vision: No penalties for dim or dark lighting.
Flight: Flying Pace of 9" and Climb 0.
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.


"Keaaaaaaarck!"

Friday, 10 January 2014

Frank Buck

Seasoned "Archeologist"
Wild Card
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6  
Skills: Climbing d4, Fighting d6, Investigation d6, Notice d6, Persuasion d6, Shooting d8, Stealth d6, Streetwise d6, Swimming d6, Taunt d4 
Charisma: 0; Pace: 6; Parry: 5; Toughness: 5

Hindrances: Bad Luck, Big Mouth, Greedy (Minor) 
Edges: Combat Reflexes, Danger Sense, Dodge, Extraction Gear: S&W (.44) (Range 12/24/48, 2d6+1, Shots 6, AP 1, Revolver), Mossberg 500 (Range 12/24/48, 3d6/2d6/1d6, Shots 6, Shotgun)
Machete (Str+d6), Survival knife (Str+d4, Contains supplies that add +1 to Survival rolls)

"I'm sure the Eye of Kulaquo is in here. Somewhere."

Crates

Toughness: 8

Special Abilities
• Cover: A Crate can provide Light cover for a size 0 character.
• Unlikely to be dangerous: The crate will never threaten to stab you and, in fact, cannot speak. In the event that the crate does speak, you are urged to disregard its advice.

Thursday, 9 January 2014

Mouseling Princess

Seasoned
Wild Card
Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d6, Lockpicking d6, Notice d6, Persuasion d8, Shooting d4, Stealth d6, Streetwise d6, Taunt d6, Throwing d4
Charisma: 2; Pace: 5; Parry: 5; Toughness: 6(2)

Hindrances: Big Mouth, Curious, Stubborn
Edges: Command, Inspire, Natural Leader, Noble, Rich, Scamper
Gear: Knife/Dagger (Range 3/6/12, Str+d4), Enchanted belt (+2)

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

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

"The best way to the cheese is the unexpected way."

Wednesday, 8 January 2014

Cinder

Wild Card.
Attributes: Agility d8, Smarts d8, Spirit d10, Strength d12+6, Vigor d12
Skills: Fighting d8, Stealth d10, Intimidation d10, Notice d10
Pace: 8 ; Parry: 6; Toughness: 18(3)
 
Edges: Level Headed, Improved Frenzy

Special Abilities: 
Armour +3: Thick, scaly hide.  
Claws/Bite: Str+d8
Fear: -1
Fire Breath: Use the Cone Template; anyone inside makes an Agility roll at -2 or takes 2d8 damage. The dragon can't use its claw/bite attacks in the same round it uses its breath weapon.  
Flight: Cinder can fly at Pace 20, climb 0.
Lavaborn: Cinder has immunity to fire and can fly and see through lava as if it were air.
Large: Opponents get a +2 to all attack rolls.
Size +7 
"I think I shall call you marshmallow."

Tuesday, 7 January 2014

Balazar the Summoner

Seasoned Gnome Ritualist
Wild Card
Attributes: Agility d6, Smarts d10, Spirit d6, Strength d6, Vigor d6 
Skills: Fighting d4, Investigation d6, Notice d6, Persuasion d6, Repair d4, Ritualism d10, Stealth d6, Taunt d6, Throwing d4 
Charisma: 0; Pace: 6; Parry: 4; Toughness: 6 (2)  

Hindrances: Cautious, Loyal, Wanted (Major) 
Edges: Arcane Background (Ritual Magic), Command, Jack-of-All-Trades, Rapid Recharge 
Powers: (10 Power Points) Beast Friend, Deflection, Summon Ally 

Racial Abilites:
• Fortunate: Gnomes draw one additional Benny per game session. This may be combined with the Luck and Great Luck Edges.
• Short: Gnomes average only about 4’ tall. This gives them a Size of –1 and subtracts 1 from their Toughness.
• Spirited: Gnomes are generally mystical beings. They start with a d6 Spirit instead of a d4.


Gear: Enchanted Robes (+2), Knife/Dagger (Range 3/6/12, Str+d4), Tailored clothing

"The council of three and nine? Now there is a pointed question."

Ritualism can be found in the Fantasy Companion.

Arael

Novice Half Elf Cleric
Wild Card
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6 
Skills: Faith d8, Fighting d6, Healing d6, Investigation d4, Notice d6, Persuasion d6, Streetwise d4, Throwing d4
Charisma: -2; Pace: 6; Parry: 5; Toughness: 6 (1) 

Hindrances: Code of Honor, Outsider, Pacifist (Minor), Vow (Minor) 
Edges: Arcane Background (Miracles), Command, New Power 
Powers: (10 Power Points) Boost/Lower Trait, Healing, Succor 

Gear: Knife/Dagger (Range 3/6/12, Str+d4), Leather (+1, Covers torso, arms, legs), Long Sword (Str+d8, Includes scimitars)

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


"My past is a closed book. With luck it will stay that way."

Sunday, 5 January 2014

Khanjira

Wild Card
Attributes: Agility d4, Smarts d4, Spirit d8, Strength d12+7, Vigor d12+3
Skills: Fighting d12+1, Intimidate d12+2, Notice d8, Survival d12, Swimming d12+4, Throwing d10, 

Charisma: -; Pace: 6; Parry: 9; Toughness: 25 (6)

Gear: Rocks (Throwing; range 3/6/12; Str+d6; Stun)
 

Edges: Sweep, Improved Sweep, Strong Willed, War Cry

Special Abilities
Armour +6: Rock-like skin.
Bite: Str+d8; Grab.
Horns: Str+d8.
Darkvision: No vision penalties for darkness .
Tremorsense: Can sense and accurately pinpoint anything within 12" that's in contact with the ground.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Swallow: After successfully pinning a victim with a bite attack, this creature may make an opposed Strength roll as a normal action. If successful the victim has been swallowed, and automatically suffers Str+d6 damage every round after that. A swallowed victim can attempt to climb back up to the creature's mouth as a normal action with an opposed Strength roll, although it still remains pinned by the bite. This ability only works on targets at least four Size smaller than the swallower.
Gore: +4 damage when first moving adjacent to foe.
Burrow: Can burrow and reappear within 6".

Immunity: Fire
Size +10: Increases Toughness by +10.
Gargantuan: -4 to attack medium-sized foes, they receive +4 to their attacks. Counts as having Heavy Armour and Heavy Weapons.


"Where are the pixies?" 

War Cry can be found in Evernight and allows the intimidation of multiple targets.

Saturday, 4 January 2014

Maashaf

Wild Card
Attributes: Agility d4, Smarts d10, Spirit d12, Strength d10, Vigor d10
Skills: Climbing d8, Fighting d10, Knowledge (geometry) d8, Notice d10, Persuasion d12
Pace: 4; Parry: 7; Toughness: 17 (4)


Special Abilities
Armor +4: Thick skin.Claws: Str+d8, AP2.
Bite: Str+d6, Grab
• Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Cripple Hope: Soul Scar victims must succeed at an opposed Spirit roll at -2 against Mashaaf to be able to use Bennies in encounters with him. This roll is made once per encounter.
Soul Scar: With an Opposed Spirit roll Mashaaf can mark the soul of a victim in line of sight. For the next year and a day, while the victim is within 101 miles Mashaaf knows their location and physical condition and can speak to them mind to mind.
Dark Blessing: Mashaaf may spend Bennies on those he has Soul Scarred.
Reality Bending: Mashaaf has 5 Bennies.
• Swallow: After successfully pinning a victim with a bite attack, this creature may make an opposed Strength roll as a normal action. If successful the victim has been swallowed, and automatically suffers Str+d6 damage every round after that. A swallowed victim can attempt to climb back up to the creature's mouth as a normal action with an opposed Strength roll, although it still remains pinned by the bite. This ability only works on targets at least four Size smaller than the swallower.
Size +6: Mashaaf weighs 4,000 lbs.
• Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

"Can you do me a favour?"

Friday, 3 January 2014

Warg

Attributes: Agility d8, Smarts d6(A), Spirit d8, Strength d12, Vigor d10
Skills: Fighting d8, Intimidation d8, Notice d8, Stealth d6, Tracking d8
Pace: 6; Parry: 6; Toughness: 9

Special Abilities
• Bite/Claws:
Str+d6.
• Grapple: If a Warg gets a raise while performing a grapple, it has knocked its foe to the ground and pinned
it with its paws. Bite attacks against a pinned foe are
made at +2.
• Improved Frenzy: Warg may make two Fighting attacks each action at no penalty.
• Size +2: Warg weigh over 500 pounds.


"Eeehwoo."

Thursday, 2 January 2014

Seasoned Mouseling Ranger

Wild Card
Attributes: Agility d8, Smarts d8, Spirit d6, Strength d6, Vigor d6 
Skills: Fighting d6, Healing d6, Notice d6, Shooting d8, Stealth d6, Survival d8, Taunt d6, Tracking d8 Charisma: 0;  
Pace: 5; Parry: 5; Toughness:

Hindrances: Cautious, Illiterate, Major Phobia (Cats) 
Edges: Alertness, Marksman, Scamper (Agility), Woodsman 

Gear: Bow (Range 12/24/48, 2d6), Knife/Dagger (Str+d4)

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

"For the Greenwood!"

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

Narthrax

Dragon
Wild Card
Attributes: Agility d8, Smarts d12, Spirit d12, Strength d12+9, Vigor d12
Skills: Fighting d12, Healing d12, Intimidation d12, Notice d12, Persuasion d10, Shooting d10, Survival d12, Swimming d12, Taunt d12, Throwing d8, Tracking d12
Pace: 8; Parry: 8; Toughness: 21 (4)






Edges: Improved Arcane Resistance, Level Headed, Improved Frenzy

Special Abilities
• Armor +4:
Scaly hide.

• Incomparable Scales: Halves AP of attacks. This does not apply to Heavy Weapons.
• Claw/Bite: Str+d10.
• Disrupt Fate: The great dragon may use this dragon power once per round.
• Fiery Breath: Narthrax may breathe fire in a cone. Every target within this cone may make an Agility roll at –1 to avoid the attack. Those who fail suffer 2d12 damage and must check to see if they catch fire. A dragon may not attack with its claws or bite in the round it breathes fire.
• Flight: Great dragons have a Flying Pace of 24” and Climb 0.
• Huge: Attackers add +4 to their Fighting or Shooting rolls when attacking a dragon due to its massive size.
• Lair Sense: A dragon makes its lair an extension of itself, and can use Notice and Tracking on characters anywhere within its lair, so long as the dragon is within Spirit miles. Narthrax gains a +2 bonus to its Notice roll when using this ability.
• Size +9: Over 110’ long from nose to tail.
• Tail Lash: The dragon can Improved Sweep all opponents within 3”. This is a standard Fighting attack, and damage is equal to the great dragon’s Strength.


"I hear you!"

Wednesday, 1 January 2014

Mouseling

Anthropomorphic Mice. Possibly juvenile Wombles.

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.

Angry Zombie

Attributes: Agility d4, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills: Climbing d6, Fighting d8, Notice d8
Pace: 4; Parry: 6; Toughness: 8 


Special Abilities• Claws: Str+d4. Infection
• Fearless: Zombies are immune to Fear and Intimidation.
• Undead: +2 Toughness; +2 to recover from being Shaken; called shots do no extra damage (except to the head).
• Weakness (Head): Shots to a zombie’s head are +4 damage. 

• Savage Rage: An Anger Zombie that is shaken flies into a rage and gains the Improved Frenzy Edge for the next hour.
• Infection: if Shaken or wounded, make a Vigor roll. If failed contract a Majorly Debilitating Long-Term Chronic Disease. Characters who die of this disease become Angry Zombies


"GRR"