Storm Giant Princess
Wild Card
Attributes: Agility d8, Smarts d8, Spirit d10, Strength d12+5, Vigor d12
Skills: Fighting d10, Intimidation d12+2, Climbing d12+1, Notice d10, Persuasion d10, Pilot d12, Tracking d6, Throwing d8, Spellcasting d8
Charisma: +2; Pace: 8; Parry: 7; Toughness: 17
Hindrances: Major Habit(Utopian Philosophical Disputation), Stubborn
Edges: Attractive, Arcane Background (Magic), Command, Command Presence, Sweep, Strong Willed
Spells: (10 Power Points) Grow/Shrink, Veteran Summons, Warriors Gift
Gear: Great Mace (Str+d10; -1 Parry, 2 hands), Lightning Bolts (Throwing; range 10/20/40; 2d10 damage, RoF 2, Snapfire)
Special Abilities:
• Low Light Vision: No penalties for dim or dark lighting.
• Immunity: Electricity and Weather
• Size +8: Increases Toughness by +8.
• Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.
• Personal Cloud: Can take an action to make a Piloting roll to summon a dirigible cloud for hours equal to the Giant's Smarts die. The Cloud is capable of carrying half a dozen giants or equivalent smaller creatures at Flying Pace 12.
"I'm sure we can make the world a better place. Perhaps we need colour coded uniforms."
Sunday, 23 June 2013
Storm Giant
Skills: Fighting d10, Intimidation d12+3, Climbing d12+1, Notice d12+1, Persuasion d8, Pilot d10, Tracking d12, Throwing d8
Charisma: -; Pace: 8; Parry: 7; Toughness: 18(1)
Hindrances: Major Habit(Utopian Philosophical Disputation)
Edges: Sweep, Improved Sweep, Strong Willed, Woodsman
Gear: Partial Armour (+1), Great Sword (Str+d10; -1 Parry, 2 hands), Lightning Bolts (Throwing; range 10/20/40; 2d10 damage, RoF 2, Snapfire)
Special Abilities:
• Low Light Vision: No penalties for dim or dark lighting.
• Immunity: Electricity and Weather
• Size +8: Increases Toughness by +8.
• Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.
• Personal Cloud: Can take an action to make a Piloting roll to summon a dirigible cloud for hours equal to the Giant's Smarts die. The Cloud is capable of carrying half a dozen giants or equivalent smaller creatures at Flying Pace 12.
Deadeye Slim
Novice Human Gunslinger
Wild Card
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Gambling d4, Notice d6, Shooting d10, Stealth d8, Streetwise d6, Taunt d6
Charisma: -2; Pace: 6; Parry: 5; Toughness: 6(1)
Hindrances: One Eyed, Mean, Stubborn
Edges: Two-Fisted
Gear: Leather Coat(+1), 2 Colt Dragoons (Shooting, Range 12/24/48, Damage 2d6+1, RoF 1), Knife (Str+d4)
"I don't like your face. My shooters, they don't like your face either."
Wild Card
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Gambling d4, Notice d6, Shooting d10, Stealth d8, Streetwise d6, Taunt d6
Charisma: -2; Pace: 6; Parry: 5; Toughness: 6(1)
Hindrances: One Eyed, Mean, Stubborn
Edges: Two-Fisted
Gear: Leather Coat(+1), 2 Colt Dragoons (Shooting, Range 12/24/48, Damage 2d6+1, RoF 1), Knife (Str+d4)
"I don't like your face. My shooters, they don't like your face either."
Ghast
Attributes: Agility d8, Smarts d4, Spirit d6, Strength d12, Vigor d8
Skills: Fighting d6, Notice d4, Stealth d8
Pace: 8; Parry: 5; Toughness: 9
Special Abilities:
• Size +1:
• Bite/Claw: Str+d6+Paralysis Poison.
• Fleet Footed: Ghasts have a d10 running die
• Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers.
Skills: Fighting d6, Notice d4, Stealth d8
Pace: 8; Parry: 5; Toughness: 9
Special Abilities:
• Size +1:
• Bite/Claw: Str+d6+Paralysis Poison.
• Fleet Footed: Ghasts have a d10 running die
• Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers.
Faceless Horror
Attributes: Agility d10, Smarts d6, Spirit d6, Strength d10, Vigor d10
Skills: Fighting d10, Stealth d10
Pace: 7; Parry: 7; Toughness: 9
Edges: Ambidextrous, Two fisted, Harder to Kill.
Special Abilities:
• Protean: Due to their Amorphous form they gain +2 to recover from Shaken. They also take half damage from physical attacks and called shots do no extra damage.
• Size +2
• Two Tentacles: Str+d6, Range 2. Tentacles may grapple.
• Weakness: The Formless Spawn are fully affected by magic and things like fire or acid.Cold damage sufficient to shake them freezes their form so they don't gain the benefits of Protean until their next turn.
• Mimicry: A Faceless Horror can mimic the faces of those it has eaten in its flesh as a Smarts trick.
Skills: Fighting d10, Stealth d10
Pace: 7; Parry: 7; Toughness: 9
Edges: Ambidextrous, Two fisted, Harder to Kill.
Special Abilities:
• Protean: Due to their Amorphous form they gain +2 to recover from Shaken. They also take half damage from physical attacks and called shots do no extra damage.
• Size +2
• Two Tentacles: Str+d6, Range 2. Tentacles may grapple.
• Weakness: The Formless Spawn are fully affected by magic and things like fire or acid.Cold damage sufficient to shake them freezes their form so they don't gain the benefits of Protean until their next turn.
• Mimicry: A Faceless Horror can mimic the faces of those it has eaten in its flesh as a Smarts trick.
Lizardman Warrior
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills: Climbing, d6, Fighting d8, Notice d6, Swimming d8, Throwing d6, Stealth d8
Charisma: -; Pace: 6; Parry: 7; Toughness: 8 (2)
Edges: Assassin, Counterattack, Extraction
Gear: Club (Str+d8), Medium Shield (+1 Parry)
Special Abilities:
• Armour +2: Scales.
• Bite: Str+d4
• Aquatic: +2 to Swimming rolls, Swimming Pace of 8", and cannot drown.
Skills: Climbing, d6, Fighting d8, Notice d6, Swimming d8, Throwing d6, Stealth d8
Charisma: -; Pace: 6; Parry: 7; Toughness: 8 (2)
Edges: Assassin, Counterattack, Extraction
Gear: Club (Str+d8), Medium Shield (+1 Parry)
Special Abilities:
• Armour +2: Scales.
• Bite: Str+d4
• Aquatic: +2 to Swimming rolls, Swimming Pace of 8", and cannot drown.
Lizardman Hunter
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills: Climbing, d6, Fighting d6, Notice d6, Swimming d8, Throwing d6, Stealth d8
Charisma: -; Pace: 6; Parry: 6; Toughness: 8 (2)
Edges: Assassin, Extraction, Woodsman
Gear: Spear (Str+d6, reach 1, Parry +1), Javelins (Str+d6, Throwing range 3/6/12)
Special Abilities:
• Armour +2: Scales.
• Bite: Str+d4
• Aquatic: +2 to Swimming rolls, Swimming Pace of 8", and cannot drown.
Skills: Climbing, d6, Fighting d6, Notice d6, Swimming d8, Throwing d6, Stealth d8
Charisma: -; Pace: 6; Parry: 6; Toughness: 8 (2)
Edges: Assassin, Extraction, Woodsman
Gear: Spear (Str+d6, reach 1, Parry +1), Javelins (Str+d6, Throwing range 3/6/12)
Special Abilities:
• Armour +2: Scales.
• Bite: Str+d4
• Aquatic: +2 to Swimming rolls, Swimming Pace of 8", and cannot drown.
Serpentman
Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d8, Notice d8, Taunt d6, Tracking d6
Pace: 6”; Parry: 6; Toughness: 5
Hindrances: Cautious
Edges: Florentine, Improved Level Headed, Quick
Gear: Two Short Swords (Str+d6)
Special Abilities:
• Bite: Str+d4.
• Poison: The bite of serpentmen carries a Knockout Poison.
• Cold Blooded: Cold makes Serpentmen torpid and slow, In a 0ºC or below environment or for 1d6 rounds after taking cold damage, Serpent men lose Quick and Improved Level Headed and are Lame.
"Sssss. Ssss. Ssss."
Skills: Fighting d8, Notice d8, Taunt d6, Tracking d6
Pace: 6”; Parry: 6; Toughness: 5
Hindrances: Cautious
Edges: Florentine, Improved Level Headed, Quick
Gear: Two Short Swords (Str+d6)
Special Abilities:
• Bite: Str+d4.
• Poison: The bite of serpentmen carries a Knockout Poison.
• Cold Blooded: Cold makes Serpentmen torpid and slow, In a 0ºC or below environment or for 1d6 rounds after taking cold damage, Serpent men lose Quick and Improved Level Headed and are Lame.
"Sssss. Ssss. Ssss."
Saturday, 22 June 2013
Deenah
Seasoned Human Barbarian
Wild Card
Attributes: Agility d10, Smarts d6, Spirit d6, Strength d10, Vigor d6
Skills: Fighting d12, Intimidation d6, Gambling d4, Notice d6, Riding d4, Streetwise d4, Taunt d6, Tracking d6
Charisma: -; Pace: 6; Parry: 7; Toughness: 9 (3)
Hindrances: Clueless, Outsider, Loyal
Edges: Brawny, Sweep
Gear: Plate armour (+3), great sword (Str+d10; Parry -1)
"I have no hamster you fool."
Wild Card
Attributes: Agility d10, Smarts d6, Spirit d6, Strength d10, Vigor d6
Skills: Fighting d12, Intimidation d6, Gambling d4, Notice d6, Riding d4, Streetwise d4, Taunt d6, Tracking d6
Charisma: -; Pace: 6; Parry: 7; Toughness: 9 (3)
Hindrances: Clueless, Outsider, Loyal
Edges: Brawny, Sweep
Gear: Plate armour (+3), great sword (Str+d10; Parry -1)
"I have no hamster you fool."
Agramon
Wild Card
Attributes: Agility d12+3, Smarts d12+2, Spirit d12+2, Strength d12+5, Vigor d12+2
Skills: Fighting d12+2, Intimidation d12+3, Notice d12+2, Knowledge (Religion) d12+6, Knowledge (Planes) d12, Knowledge (Battle) d12, Knowledge (History) d12, Persuasion d12+2, Stealth d10, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 9; Toughness: 13 (4)
Edges: Ambidexterous, Arcane Background (Magic), Brawler, Bruiser, Combat Reflexes, Command, Level Headed, Martial Artist, Martial Arts Master, Strong Willed, Two-Fisted, Wizard
Powers: (20 Power Points) Blast (fire storm), Dispel, Summon Ally, Telekinesis, Teleport
Special Abilities:
• Fists of Fury: Str+d6+4
• Armour +4: Natural armour.
• Low Light Vision: No penalties for dim or dark lighting.
• Truevision: Can see through illusions, shapechanging, invisibility, etc.
• Extraplanar: Not native to the material plane, and can be targeted by Banish.
• Flaming Aura: Anyone attacking the character with unarmed or natural weapons suffers 2d6 fire damage.
• Unholy Aura: Attacks, damage, spells and opposed rolls from Good creatures suffer a -2 penalty.
• Flight: Flying Pace of 12".
• Evil: Affected by powers and abilities that work on evil creatures.
• Spawned in the Rookeries of Hell: +2 to recover from being Shaken; Immune to Poison and disease.
• Weakness: Double Damage from Cold Iron
• Size +4: Increases Toughness by +4.
• Large: -2 to attack medium-sized foes, they receive +2 to their attacks.
"Your Kung-Fu is weak. Kneel before my Burning Wind Style."
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