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."

Winged Hordeling

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

Charisma: -; Pace: 5; Parry: 4; Toughness: 6 (1)

Edges: Frenzy



Special Abilities
Armour +1: Demonic flesh.
Corrosive Lick: Str+d6.
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.Flight: Flying Pace of 8" and Climb -1.
Size -1: Four feet tall; Toughness -1.

"If they were not so numerous they would be only a marginal threat."

Staring Hordeling

Attributes: Agility d6, Smarts d4, Spirit d6, Strength d6, Vigor d8
Skills: Fighting d4, Notice d10, Stealth d8, Throwing d8+1

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

Edges: Alertness, Frenzy


Special Abilities
Armour +1: Demonic flesh.
Bite: Str+d4.

• Thrown Rock: Range 6/12/24, 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.

"Luckily, they haven't discovered grenades."

Lord of Darkness

Wild Card
Attributes: Agility d8, Smarts d10, Spirit d10, Strength d12, Vigor d12
Skills: Fighting d10, Knowledge (Battle) d8, Intimidate d12
, Notice d8, Repair d8
Pace: 6; Parry: 8; Toughness: 13(3)

Hindrances: Major Habit (Elaborate Deathtraps and Overcomplicating Plans)
Edges: Improved Arcane Resistance, Command, Level Headed, Tactician
 

Gear: Mace of Dhoom (Str+d6, Increases his fear to -2), Antique Plate(+3)

Special Abilities:
  • Command the Dead: Once a day, the Lord of Darkness can raise a dozen Morbid Puppets from the dust to do his bidding. The Lord of Darkness has the following Edges with minions he creates: Fervor, and Hold the Line!
  • Fear
  • Invulnerability: Normal non-magical attacks can only leave the Mummy Lord Shaken. Heavy Weapons ignore this.
  • Undead: The Lord of Darkness get the following benefits: +2 to Toughness, +2 to recover from Shaken, half damage from bullets/piercing, no extra damage from called shots, immune to disease/poison, ignores all wound penalties.
  • Weakness (Cats): The Lord of Darkness is deathly afraid of cats, and must make a Spirit check at -4 whenever seeing one or flee immediately. It's believed that the presence of cats removes his Invulnerability, but so far no one has been able to arrange a trial.
 "Behold the power of my fully operational battle Juggernaut!"
 

Saturday 15 March 2014

Dub Bullock

Novice Human Rogue
Wild Card
Attributes: Agility d8, Smarts d8, Spirit d6, Strength d6, Vigor d6
Skills: Climbing d6, Fighting d6, Lockpicking d6, Notice d8, Persuasion d6, Stealth d8, Streetwise d4
Charisma: 0; Pace: 6; Parry: 5; Toughness: 6 (1)
Hindrances: Greedy (Minor), Vengeful (Minor), Wanted (Major)
Edges: Thief
Gear: Knife/Dagger (Range 3/6/12, Str+d4), Leather (+1, Covers torso, arms, legs), Short Sword (Str+d6)

"Large amounts don't grow on trees.  You've got to pick a pocket or two."

Merida

Seasoned Highlander
Wild Card
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d6 
Skills: Fighting d8, Intimidation d6, Notice d6, Stealth d6, Survival d6, Swimming d6, Taunt d6, Throwing d6 
Charisma: 0; Pace: 6; Parry: 6; Toughness: 6 (1)

Hindrances: Major Habit (Alcohol), Illiterate, Loyal 
Edges: Berserk, Combat Reflexes, No Mercy, Sweep 

Gear: Claymore (Str+d8, Parry –1, can be wielded in two hands for +1 damage), Knife/Dagger (Range 3/6/12, Str+d4), Leather (+1), Buckler (+1 Parry)

" Glencoe. A gloomy, eerie place, a valley of sorrow hewn out of mountains of guilt."

Tuesday 4 March 2014

Kar'Drakir

Veteran Evolved Kobold
Wild Card
Attributes:
Agility d8, Smarts d6, Spirit d10, Strength d8, Vigor d10

Skills: Climbing d6, Fighting d8, Intimidate d6, Knowledge (Battle) d4, Notice d6, Stealth d6, Taunt d6, Throwing d4
Charisma: -; Pace: 6; Parry: 6; Toughness: 10 (2)

Hindrance: Mean, Illiterate, Outsider
Edges: Brawny, Berserk

Gear: Half Plate armour (+2), Bastard Sword (Str+d8, Parry -1, +1 damage if used in both hands), shield (Parry +1)

Racial Abilities:
• Arcane Senses:
Kobolds can detect supernatural persons, objects, or effects within sight. This includes invisible foes, enchantments on people or items, weird science devices, and so on. Kobolds find this taxing and must succeed on a Spirit roll at –2 or suffer a level of Fatigue, which is removed after an hour’s rest.

• Dragonblood: Kobolds have the blood of dragons coursing through their veins. If they choose the Arcane Background (Magic) Edge they start with 15 Power Points.
• Claws: These count as natural weapons in combat and cause Str+d6 damage.
• Tail: This helps maintain balance and can also be used to knock foes down. He gains a +2 bonus to all Agility rolls involving an element of balance, and a +2 bonus to Agility-based Tricks.
• Chosen: +2 to any Dragon or Kobold related Common Knowledge rolls.
• Size +1:  and thus toughness +1.


"If you look long enough into the void, the void begins to look back through you."

Kobolds are based on Drakin from Sundered Skies. This one has Chosen, Dragon Might and Dragon Tail.

Monday 3 March 2014

Dicax Corvus

Seasoned Tomb Raider

Wild Card
Attributes: Agility d8, Smarts d8, Spirit d6, Strength d8, Vigor d6 
Skills: Fighting d6, Notice d6, Shooting d8, Stealth d6, Survival d8, Tracking d8
Charisma: 0; Pace: 6; Parry: 5; Toughness: 8 (3) 

Hindrances: All Thumbs, Greedy (Minor), Loyal, Overconfident Edges: Acrobat, Marksman, Steady Hands, Woodsman 

Gear: Lorica Segmentia(+3), English Long Bow (Range 15/30/60, 2d6), Short Sword (Str+d6)

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


"I like shiny things."

Sunday 2 March 2014

Dragoth the Defiler

Wild Card
Attributes: Agility d6, Smarts d12+2, Spirit d10, Strength d10, Vigor d10
Skills: Fighting d8, Intimidation d12, Knowledge
(Really creepy stuff) d12+2, Notice d10, Repair d8, Shooting d8, Weird Science d12

Charisma: -6; Pace: 6; Parry: 6; Toughness: 12(3)

Hindrances: Arrogant, Big Mouth
Edges: Arcane Background (Weird Science), Command, Command Presence,  Fervour, Master Necromancer
Powers: (20 Power Points) Armour (Rune Plate), Bolt (Eldritch Ring), Boost Intimidation(Throne of Despair), Smite (Rune Sword), Zombie (Reanimation Cauldron)

Gear: Plate armor covered in Dread Runes (+3, Armour Gadget); Long sword, likewise (Str+d8, Smite Gadget), Malachite Ring (Bolt Gadget, uses shooting)

Special Abilities:

• Death Touch: Dragoth drains the lives of those around them with a touch. Instead of attacking for damage, a Dragoth may make a touch attack. Every raise on his Fighting roll automatically inflicts one wound to its target.
• Fear (–2): Anyone who sees a Dragoth must make a Fear roll at –2.
• Undead: +2 Toughness; +2 to recover from being Shaken; Immune to poison, disease, and gas; No additional damage from called shots.
• Soul Vision: Dragoth ignores all penalties for bad lighting when attacking living targets.
• Army of the Dead: Dragoth is a necromancer first and foremost. The undead he raises through devices using the zombie power are permanent, so 4d10 skeletons or zombies usually accompanies him.


"I merely seek to bring the dark arts into the modern day, as one of the high sciences."

Saturday 1 March 2014

Logrim

Veteran Dwarf Captain
Wild Card
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d10, Vigor d8 
Skills: Driving d6, Fighting d10, Gambling d4, Intimidation d6, Notice d6, Repair d6, Shooting d6, Streetwise d6 
Charisma: -2; Pace: 5; Parry: 6; Toughness: 9 (3) 

Hindrances: Code of Honor, Stubborn, Ugly
Edges: Command, First Strike, Improved Sweep, Leader of Men, Sunder 
Gear: Great Sword (Str+d10, Parry –1, 2 hands), Mini-crossbow (Range 6/12/24, 2d4, AP 1), Plate (+3)

"Ye don't want to see me face."

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