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!"