Thursday, 27 February 2014

Lurker Zombie

Attributes: Agility d6, Smarts d4, Spirit d4, Strength d6, Vigor d6
Skills: Fighting d6, Intimidation d6, Notice d6, Shooting d6, Stealth d8
Pace: 4; Parry: 5; Toughness: 7

Special Abilities:
• Bite: Str.
• 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.
• Spawn: Characters killed by zombies arise as zombies 1d4 hours later.
• Lurk: Receives +4 to Stealth attempts when pretending to be an inanimate corpse.

"Some of them prefer to let you come to them."

Tuesday, 25 February 2014

Limbo Zombie

Attributes: Agility d6, Smarts d4, Spirit d4, Strength d6, Vigor d6
Skills: Fighting d6, Intimidation d6, Lockpicking d6, Knowledge(Dance) d6, Notice d4, Shooting d6, Stealth d6
Pace: 6; Parry: 6; Toughness: 7

Special Abilities:
• Bite: Str.
• Fearless: Zombies are immune to Fear and Intimidation.
• Surprisingly Agile for a Corpse: +2 to all Agility rolls made to perform acrobatic maneuvers (including Trick maneuvers), and adds +1 to Parry while unencumbered
• 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.
• Spawn: Characters killed by zombies arise as zombies 1d4 hours later.

"The late 20th Century saw, due to research by one M. Jackson, the rise of a new breed of zombie."

Grundor Hoardtaker

Seasoned Mercenary Sergeant

Wild Card
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d8 
Skills: Climbing d6, Fighting d8, Intimidation d6, Notice d6, Survival d6, Swimming d6, Taunt d6 
Charisma: -2; Pace: 6; Parry: 5; Toughness: 8/7 (2/1)

Hindrances: Arrogant, Big Mouth, Outsider 
Edges: Brave, Command, Two-Fisted 

Gear: Bastard sword (Str+d8, Parry –1, can be wielded in two hands for +1 damage), Knife/Dagger (Range 3/6/12, Str+d4), Reinforced furs (+2 (+1) 1 point of Armor is bypassed if hit with a raise), Mace (Str+d6, AP 1 vs. rigid armor)

"It's only a dragon. I've seen bigger."

Monday, 24 February 2014

Canopic Jars

Canopic jars are used during the mummification process to store and preserve the viscera of their owner for the afterlife.

Canopic jars are usually four in number, one each for  the stomach, intestines, lungs, and liver, all of which, it was believed, would be needed to be preserved separately for the afterlife.

Toughness: 10

Special Abilities
• Preserved for the Future:
While intact, the Mummy whose internal organs are contained within may make a Spirit check each round, on a success they may either cease to be stunned or recover a wound, with each raise enabling them to recover a wound.

Wednesday, 19 February 2014

Starship Door

 
Toughness: 14 (4)

Special Abilities
•  Lockdown: Requires a raise on a lockpicking test to open if locked or one side is at significantly lower pressure than the other.
•  Airtight: Prevents the spread of gases, clouds  and the like.

"They believe that nothing will happen because they have closed their doors."

Tuesday, 18 February 2014

Casiatta

Seasoned Half-Elf Anti-Paladin
Wild Card
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d8 
Skills: Fighting d8, Intimidation d6, Notice d6, Riding d8, Streetwise d6, Taunt d6, Throwing d6 
Charisma: -2; Pace: 6; Parry: 7; Toughness: 9 (3) 

Hindrances: Death Wish, Outsider, Vengeful (Minor), Vow (Major) 
Edges: Counterattack, First Strike, No Mercy 


Gear: Bastard sword (Str+d8, Parry –1, can be wielded in two hands for +1 damage), Knife/Dagger (Range 3/6/12, Str+d4), Large Shield (+2 Parry, +2 Armor to ranged shots that hit), Plate Armor (+3)

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

"Mercy is for fools."

Monday, 17 February 2014

Friar Stone

Veteran Human Monk
Wild Card
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d8, Vigor d8 
Skills: Faith d8, Fighting d8, Healing d6, Investigation d4, Notice d6, Persuasion d8, Stealth d4, Streetwise d4, Survival d6, Tracking d4 
Charisma: 0; Pace: 5; Parry: 5; Toughness: 7

Hindrances: Code of Honor, Obese, Poverty
Edges: Adept, Arcane Background (Miracles), Champion, Liquid Courage, Martial Artist 
Powers: (10 Power Points, both Adept.) Boost/Lower Trait, Smite 

Gear: Blanket, Flint and steel, Knife/Dagger (Range 3/6/12, Str+d4), Tetsubo (Str+d8, AP 2 vs. rigid armor, Parry –1, 2 hands)

"You know, years ago, when I left this country, the people of this nation were proud, strong, full of spirit. Now I come back to find their backs broken, their hope shattered. Everywhere I go, I see fear and suspicion haunting their faces. And yet everywhere, I hear one name. Even from the mouths of children. One name, whispered in hope."

Sunday, 16 February 2014

Bathalian Exarch


Sinister Mind Master
Wild Card
Attributes: Agility d6, Smarts d8, Spirit d12, Strength d8, Vigor d10
Skills: Fighting d8, Healing d6, Intimidation d10, Knowledge (Battle)d10, Notice d10, Persuasion d6, Psionics d10, Streetwise d6, Throwing d6
Charisma: -4, Pace: 6; Parry: 8; Toughness: 11(2)
Hindrances: Major Habit(Eating the Brains of Sentients), Wanted (Cerebophage)
Edges: Arcane Background(Psionics), Command, Command Presence, Fervour, Jack of all Trades, Tactician.
Powers: (30 Power Points) Burst(Telepathic Noise, Causes Fatigue rather than Wounds), Disguise(Editing peoples perceptions), Drain Power Points(Eating peoples minds), Fear, Puppet

Special Abilities:
• Armour +2: Armoured Scales.
• Tentacles: Str+d6+2, Bonus Die on a raise is a d8, AP3 on a raise, Never counts as unarmed.
• Telepathic: Bathalians can communicate with any sentient being. They cannot read minds,but can understand mental thoughts intended as response to the mind-flayer. The Bathalian must be able to see their intended partner in conversation, and be the first to initiate mental rapport for telepathy to work.
• Aquatic: Bathalians cannot drown, move at their full pace underwater, and begin with a d6 Swimming.
• Dehydration : Bathalians must immerse themselves in water one hour out of every 24. Those who don’t are automatically Fatigued each day until they are Incapacitated. The day after that, they perish.
• Hated and Feared : Bathalian cerebophagy will not soon be forgotten, and hatred of the cattle runs deep. Guilty by diet, it is difficult for Bathalians to overcome such prejudice. -4 Charisma.
 • Size +2: Increases Toughness by +2.  

"By My Command."

Thursday, 13 February 2014

Shinigami

Wild Card
Attributes: Agility d6, Smarts d6, Spirit d10, Strength d12, Vigor d12+1
Skills: Fighting d12, Intimidation d12+1, Knowledge (Games) d12+2, Knowledge (Law) d12, Stealth d12, Tracking d8
Charisma: +4; Pace: 6; Parry: 8; Toughness: 10
 

Edges: Combat Reflexes, Improved Counterattack, Femme Fatale, Giant Killer, Harder to Kill, Killer Instinct, Level Headed, Linguist, Improved Nerves of Steel, Sweep, Improved Tough as Nails.
Gear: Enchanted Scythe (Str+d8, Reach 2, AP 2, Can wound immaterial creatures, Heavy Weapon.)
 

Special Abilities
Flight: Flying Pace of 9" and Climb 0.
Touched by Death: Inflict lethal poison if foe is Shaken or wounded.

Call Weapon:  Once per day, as a free action, a shinigami  may call their scythe to them. The weapon is normally hidden in a secure location of the shinigami’s choosing, but may be called from anywhere unless carried by another living creature or in an area where magic does not function. Once per day, as a full-round action, the shinigami may dismiss the Scythe to a location of his choosing.
Aura of Death: Fear -4
Hardy: A second Shaken result doesn't become a wound. 

Immunity: Poison, Disease, Radiation, Called Shots (Except to disarm.).
Psychopomp: Gains a Benny for each living or undead creature killed. 
 

"Mr Glautheid would like me to remind you that he owns the trademark on your skull."

Femme Fatale can be found page 15 in the Pulp GM's toolkit.

Wednesday, 12 February 2014

Anthropophagic Dumpster

One of the hazards of urban life.
Attributes: Agility d6, Smarts d4 (M), Spirit d6, Strength d12+2, Vigor d12
Skills: Fighting d6
Charisma: -; Pace: 6; Parry: 5; Toughness: 11


Special Abilities
Ommnom Nom: Str+d8, Swallow
Slam into a Wall: Str+2d8, AP 2
Darkvision: No vision penalties for darkness (range 12").
Swallow: After successfully attacking a victim with an Ommnom Nom 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 one Size category smaller than the swallower.


Wheels: Because the dumpster relies on small caster wheels or flexing its structure for locomotion, its speed is reduced by half on very soft or soft surfaces such as mud or thick lawns. It can’t negotiate stairs, although it can hop up or down a curb without difficulty.
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Construct: +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Size +3: Increases Toughness by +3.


"They prefer to ambush the unwary. Truly an alternative to the most dangerous game, eh Cartwright?"

Tuesday, 11 February 2014

Verocithrax



Attributes: Agility d6, Smarts d12, Spirit d12+1, Strength d12, Vigor d12+2
Skills: Fighting d12, Intimidation d8, Climbing d12+5, Notice d12+3, Stealth d10 

Pace: 7; Parry: 8; Toughness: 21 (4)

Edges: Acrobat, Assassin, Quick


Special Abilities
Armour +4: Scaly hide.
Bite: Str+d8.
Claws that snatch: Str+d8
; Pin the target if they hit with a raise.
Fear: Anyone who sees this creature must make a Fear check.
Flight: Flying Pace of 18" and Climb -1.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d12 fire damage.
Immunities: Fire, sleep and paralysis.
Weakness: Cold (double damage).
Size +8: Increases Toughness by +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.


"Beware the dreaded Limbo Dragon."

Monday, 10 February 2014

Mouseling Hunter

Novice Mouseling Ranger
Wild Card
Attributes: Agility d6, Smarts d8, Spirit d6, Strength d6, Vigor d6 
Skills: Climbing d6, Fighting d4, Notice d6, Shooting d6, Stealth d8, Survival d8, Taunt d6, Tracking d8 
Charisma: 0; Pace: 5; Parry: 4; Toughness:

Hindrances: Curious, Death Wish, Loyal 
Edges: Scamper, Woodsman 

Gear: Bow (Range 12/24/48, 2d6), Grappling Hook, Knife/Dagger (Range 3/6/12, Str+d4)

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

"I wonder what they eat over there?"

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

Blightfang

Wild Card
Attributes: Agility d6, Smarts d10, Spirit d12, Strength d12+4, Vigor d12+2
Skills: Fighting d12+1, Intimidation d12, Knowledge (Archeology) d12+2, Notice d12+1, Stealth d10, Survival d12, Spellcasting d10, Taunt d10
Charisma: +1; Pace: 7; Parry: 8; Toughness: 21 (4)


Edges: Ambidextrous, Arcane Background (Magic), Jack of all Trades, Level Headed, Two Fisted.
Powers: Armor, Deflection (protective wind gusts), Detect Arcana (sense magic), Dispel, Invisibility, Obscure (clouds)

Special Abilities
Armour +4: Scaly hide.
Bite: Str+d8.
Claws: Str+d8.
Fear: Anyone who sees this creature must make a Fear check.
Flight: Flying Pace of 24" and Climb 1.
Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d12 acid damage.
Immunities: Electricity, sleep and paralysis.
Size +8: Increases Toughness by +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.


"I know much about the fall of Ancient Belka, little monkey. Amuse me and I may tell you what you need to know about the Queen of the Night's Sky."

Sunday, 9 February 2014

Mouseling Thief

Novice Mouseling Rogue

Wild Card
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Climbing d6, Fighting d6, Intimidation d6, Lockpicking d6, Notice d6, Stealth d8, Streetwise d6, Taunt d6 
Charisma: 0; Pace: 5; Parry: 5; Toughness: 5(1)
 
Hindrances: Major Habit (Cheese), Illiterate, Stubborn 
Edges: Scamper, Thief 

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

Racial Abilities:
• Low Light Vision: No penalties for dim or dark lighting.

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

"The Cheese is all mine."

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

Saturday, 8 February 2014

Avatar of Sekmet

Wild Card
Attributes: Agility d8, Smarts d6, Spirit d10, Strength d12+2, Vigor d12+2
Skills: Faith d12+2, Fighting d12+2, Healing d12+2, Intimidation d10, Knowledge(Battle) d10, Stealth d8, Tracking d12
Pace: 8; Parry: 10; Toughness: 13 (2)


Hindrances: Minor Habit (Alcohol)
Edges: Arcane Background(Miracles), Berserk, Combat Reflexes, Champion, Command, Giant Killer, Fervor, Frenzy, Inspire, Liquid Courage, Master (Faith, Fighting), Sweep

Powers: (20 Power Points) Bless/Curse(Strength, Spirit, Fighting, Healing), Fear, Jet(Solar Ray), Smite, Warriors Gift 

Gear: Enchanted Pectoral (+2), Sacred Poleax (Str+d12, Reach 1, Heavy Weapon, see below)

Special Abilities: 
• Teeth and Claws: Str+d6, double damage if initiative is a joker.
• Unrestrained Violence: +4 to Strength Tricks.
• Divine Flesh: Avatars make a free Soak roll each time they suffer damage.
• Fearless: Immune to Fear and Intimidation.
• Resiliant: 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 +2: Avatar's loom over mere humans.

"While I stand, Order will prevail."