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.
Sunday, 16 March 2014
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."
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)
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."
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."
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."
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:
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.
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