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!"