Seasoned Dwarf Sergant
Wild Card
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d8, Intimidation d6, Knowledge (Battle) d6, Notice d6, Persuasion d8, Stealth d8, Throwing d6
Charisma: -; Pace: 5; Parry: 7; Toughness: 7(1);
Hindrances: Heroic, Quirk (Makes small talk with the opposition during a fight), Loyal
Edges: Acrobat, Command, Natural Leader, Two-Fisted
Racial Abilities:
• Low Light Vision: No vision penalties for Dim or Dark lighting.
Gear: Leather Armour (+1), Two Short swords (Str+d6), Throwing Axe (Throwing; range 3/6/12; Str+d6)
"There are no dwarven ninja. You would be well advised to never suggest otherwise."
Thursday, 20 June 2013
Pyrohydra
Skills: Fighting d6, Notice d10, Swimming d10, Shooting d6
Charisma: -; Pace: 5; Parry: 5; Toughness: 15 (2)
Edges: Combat Reflexes, Nerves of Steel, Strong Willed
Special Abilities:
• Armour +2: Scales.
• Bite: Str+d8, reach 1.
• Multiple heads: May attack with Bite, 5 times with no Multiple Action penalty, no more than 1+Size(minimum 1) against each target.
• Aquatic: Swimming Pace of 10", and cannot drown.
• Breath Weapon: Fire (Shooting +2; 2d8; 5 Cone Templates; avoid with opposed Agility roll, multiple templates do not stack attacks.).
• Size +5: Increases Toughness by +5.
• Large: -2 to attack medium-sized foes, they receive +2 to their attacks.
Dain Deepaxe
Novice Dwarf Fighter
Wild Card
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d10, Vigor d6
Skills: Fighting d10, Intimidation d6, Climbing d4, Knowledge (Engineering) d6, Notice d6, Streetwise d6
Charisma: -; Pace: 5; Parry: 8; Toughness: 7 (2);
Hindrances: Major Vengeful, Minor Vow (Never refuse a drink), Loyal
Edges: Sweep
Racial Abilities:
• Low Light Vision: No vision penalties for Dim or Dark lighting.
Gear: Chain armour (+2), battle axe (Str+d8), medium shield (Parry +1), throwing axe (Throwing; range 3/6/12; Str+d6)
"I love all beers, but a fine dwarven stout is worth going to war for."
Wild Card
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d10, Vigor d6
Skills: Fighting d10, Intimidation d6, Climbing d4, Knowledge (Engineering) d6, Notice d6, Streetwise d6
Charisma: -; Pace: 5; Parry: 8; Toughness: 7 (2);
Hindrances: Major Vengeful, Minor Vow (Never refuse a drink), Loyal
Edges: Sweep
Racial Abilities:
• Low Light Vision: No vision penalties for Dim or Dark lighting.
Gear: Chain armour (+2), battle axe (Str+d8), medium shield (Parry +1), throwing axe (Throwing; range 3/6/12; Str+d6)
"I love all beers, but a fine dwarven stout is worth going to war for."
Wench
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d4, Gambling d4, Knowledge (Medicine) d6, Lockpicking d4, Notice d6, Persuasion d6, Streetwise d6, Taunt d6, Throwing d6
Charisma: +4; Pace: 6; Parry: 4; Toughness: 5
Hindrances: Major Habit (Gossip), Loyal, Big Mouth
Edges: Attractive, Charismatic
Gear: Dagger (Str+d4)
Skills: Fighting d4, Gambling d4, Knowledge (Medicine) d6, Lockpicking d4, Notice d6, Persuasion d6, Streetwise d6, Taunt d6, Throwing d6
Charisma: +4; Pace: 6; Parry: 4; Toughness: 5
Hindrances: Major Habit (Gossip), Loyal, Big Mouth
Edges: Attractive, Charismatic
Gear: Dagger (Str+d4)
Wednesday, 19 June 2013
Dread Pirate Roberts, Esq.
Novice Human Pirate
Wild Card
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d8, Intimidation d6, Boating d6, Climbing d4, Notice d6, Shooting d8, Taunt d6
Charisma: -; Pace: 5; Parry: 7; Toughness: 7(1)
Hindrances: Major Enemy(East india Company), Obese, Loyal
Edges: Acrobat, Steady Hands
Gear: Leather Coat (+1), Cutlass (Str+d6), Flintlock pistol (Shooting; range 5/10/20; 2d6+1), Rope, Grappling hook
Wild Card
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d8, Intimidation d6, Boating d6, Climbing d4, Notice d6, Shooting d8, Taunt d6
Charisma: -; Pace: 5; Parry: 7; Toughness: 7(1)
Hindrances: Major Enemy(East india Company), Obese, Loyal
Edges: Acrobat, Steady Hands
Gear: Leather Coat (+1), Cutlass (Str+d6), Flintlock pistol (Shooting; range 5/10/20; 2d6+1), Rope, Grappling hook
Skeletal Guard
Attributes: Agility d8, Smarts d4, Spirit d6, Strength d8, Vigor d6
Skills: Fighting d6, Intimidation d6, Notice d6, Shooting d6
Charisma: -; Pace: 6; Parry: 6; Toughness: 7
Gear: Spear (Str+d6, Reach 1), Medium Shield (+1 Parry, +2 Armor vs ranged shots that hit in covered arc).
Special Abilities:
• Bony Claw: Str+d4.
• Soulvision: No vision penalties for darkness.
• Fearless: Immune to fear and Intimidation.
• Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers.
• Immunity: Cold.
Per the core rules spear and shield can't be used together. Since a D6 weapon with reach 1 is less expensive in showdown than either a Spear or a Longsword, I feel it reasonable to assume that spears can be used 1 handed as a (Str+d6, Reach 1, Min Str d8) weapon. This is a moderately contenious issue.
A slight improvement over the standard Skeleton created by a Master Necromancer (Horror Companion p6)
Skills: Fighting d6, Intimidation d6, Notice d6, Shooting d6
Charisma: -; Pace: 6; Parry: 6; Toughness: 7
Gear: Spear (Str+d6, Reach 1), Medium Shield (+1 Parry, +2 Armor vs ranged shots that hit in covered arc).
Special Abilities:
• Bony Claw: Str+d4.
• Soulvision: No vision penalties for darkness.
• Fearless: Immune to fear and Intimidation.
• Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers.
• Immunity: Cold.
Per the core rules spear and shield can't be used together. Since a D6 weapon with reach 1 is less expensive in showdown than either a Spear or a Longsword, I feel it reasonable to assume that spears can be used 1 handed as a (Str+d6, Reach 1, Min Str d8) weapon. This is a moderately contenious issue.
A slight improvement over the standard Skeleton created by a Master Necromancer (Horror Companion p6)
Skeletal Warrior
Attributes: Agility d8, Smarts d4, Spirit d6, Strength d8, Vigor d6
Skills: Fighting d8, Intimidation d6, Notice d4, Shooting d6
Charisma: -; Pace: 6; Parry: 7; Toughness: 7
Gear: Longsword (Str+d8), Medium Shield (+1 Parry, +2 Armor vs ranged shots that hit in covered arc).
Special Abilities:
• Bony Claw: Str+d4.
• Soulvision: No vision penalties for darkness.
• Fearless: Immune to fear and Intimidation.
• Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers.
• Immunity: Cold.
A slight improvement over the standard Skeleton created by a Master Necromancer (Horror Companion p6)
Skills: Fighting d8, Intimidation d6, Notice d4, Shooting d6
Charisma: -; Pace: 6; Parry: 7; Toughness: 7
Gear: Longsword (Str+d8), Medium Shield (+1 Parry, +2 Armor vs ranged shots that hit in covered arc).
Special Abilities:
• Bony Claw: Str+d4.
• Soulvision: No vision penalties for darkness.
• Fearless: Immune to fear and Intimidation.
• Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers.
• Immunity: Cold.
A slight improvement over the standard Skeleton created by a Master Necromancer (Horror Companion p6)
Mummy of Hakir
Attributes: Agility d6, Smarts d4, Spirit d10, Strength d12, Vigor d12
Skills: Fighting d6, Notice d12, Stealth d10
Charisma: -; Pace: 5; Parry: 5; Toughness: 12
Edges: Brawny
Special Abilities:
• Fist: Str+d4; mummy rot.
• Soulvision: No vision penalties for darkness
• Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers.
• Weakness: Fire (double damage). Very Flammable (Catch light on exposure to fire 4+ on a d6)
• Mummy Rot: Victims must make a Vigor roll at the beginning of each turn until they get a raise. On a failure, they suffer a wound as their flesh melts and rots.
• Toughness: +1 Toughness.
Skills: Fighting d6, Notice d12, Stealth d10
Charisma: -; Pace: 5; Parry: 5; Toughness: 12
Edges: Brawny
Special Abilities:
• Fist: Str+d4; mummy rot.
• Soulvision: No vision penalties for darkness
• Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers.
• Weakness: Fire (double damage). Very Flammable (Catch light on exposure to fire 4+ on a d6)
• Mummy Rot: Victims must make a Vigor roll at the beginning of each turn until they get a raise. On a failure, they suffer a wound as their flesh melts and rots.
• Toughness: +1 Toughness.
Mummy Warrior
Attributes: Agility d8, Smarts d4, Spirit d12, Strength d12+4, Vigor d12+2
Skills: Fighting d8, Notice d12+1, Stealth d10
Charisma: +2; Pace: 5; Parry: 7; Toughness: 14 (1)
Edges: Brawny, First Strike, Level Headed
Gear: Light Armour(+1), Khopesh(Str+d8), Light Shield (+1 Parry, +1 Armor vs Missile attacks)
Special Abilities:
• Fist: Str+d6; mummy rot.
• Soulvision: No vision penalties for darkness
• Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers.
• Weakness: Fire (double damage). Very Flammable (Catch light on exposure to fire 4+ on a d6)
• Mummy Rot: Victims must make a Vigor roll at the beginning of each turn until they get a raise. On a failure, they suffer a wound as their flesh melts and rots.
• Toughness: +1 Toughness.
Skills: Fighting d8, Notice d12+1, Stealth d10
Charisma: +2; Pace: 5; Parry: 7; Toughness: 14 (1)
Edges: Brawny, First Strike, Level Headed
Gear: Light Armour(+1), Khopesh(Str+d8), Light Shield (+1 Parry, +1 Armor vs Missile attacks)
Special Abilities:
• Fist: Str+d6; mummy rot.
• Soulvision: No vision penalties for darkness
• Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers.
• Weakness: Fire (double damage). Very Flammable (Catch light on exposure to fire 4+ on a d6)
• Mummy Rot: Victims must make a Vigor roll at the beginning of each turn until they get a raise. On a failure, they suffer a wound as their flesh melts and rots.
• Toughness: +1 Toughness.
Mummy Champion
Skills: Fighting d8, Notice d12+1, Perform d8, Stealth d10
Charisma: +2; Pace: 5; Parry: 7; Toughness: 14 (1)
Edges: Acrobatic, Ambidexterous, Brawny, Florentine, Level Headed, Two-Fisted
Gear: Light Armour(+1), Twin Khopeshs (Str+d8),
Special Abilities:
• Fist: Str+d6; Mummy Rot.
• Soulvision: No vision penalties for darkness
• Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers.
• Champion of Shadows: +2 Damage/Toughness vs supernatural good.
• Weakness: Fire (double damage). Very Flammable (Catch light on exposure to fire 4+ on a d6)
• Mummy Rot: Opponents shaken or wounded must make a Vigor roll at the beginning of each turn until they get a raise. On a failure, they suffer a wound as their flesh melts and rots.
• Toughness: +1 Toughness.
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