Seasoned Vigilante
Wild Card
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Climbing d6, Fighting d8, Persuasion d6, Lockpicking d6, Notice d6, Shooting d8, Stealth d8, Streetwise d6
Charisma: 0; Pace: 6; Parry: 5; Toughness: 6(1)
Hindrances: Heroic, Loyal, Vengeful (Minor)
Edges: Ambidextrous, Dodge, Marksman, Two-Fisted
Gear: Twin Colt .45s (Range 12/24/48, 2d6+1, Shots 7, AP 1, Semi-Auto), Armoured Bodyglove(+1)
"Don't think I'm helpless, just because I'm soft and cuddly!"
Friday, 11 October 2013
Nine Suns Henchman
Attributes: Agility d6, Smarts d4, Spirit d4, Strength d6, Vigor d6
Skills: Climbing d6, Fighting d6, Notice d4, Shooting d6
Pace: 6; Parry: 5; Toughness: 8/10 (2/4)
Gear: Kevlar Jumpsuit (2 Armour, +2 Armour and ignores 4AP vs Firearms), Gas Mask, SMG (Shooting, 2d6, Range 12/24/48 AP 1, Auto), Boot knife (Str+d4)
"By your command."
Thursday, 10 October 2013
Sister Maria
Veteran Nun
Wild Card
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d8, Vigor d6
Skills: Driving d4, Faith d8, Fighting d8, Healing d6, Intimidation d6, Investigation d6, Lockpicking d4, Notice d6, Persuasion d6, Shooting d8, Stealth d4, Streetwise d4
Charisma: 0; Pace: 5; Parry: 6; Toughness: 6
Hindrances: Loyal, Obese, Major Vow (Nun)
Edges: Adept, Arcane Background (Miracles), Marksman, Martial Artist
Powers: (Power Points 10, both Adept) Deflection, Smite
Gear: Brass Knuckles (Str+d4, A hero wearing brass knuckles is considered to be an Unarmed Attacker), S&W (.44) (Range 12/24/48, 2d6+1, Shots 6, AP 1, Revolver)
“Pain is never permanent.”
Wild Card
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d8, Vigor d6
Skills: Driving d4, Faith d8, Fighting d8, Healing d6, Intimidation d6, Investigation d6, Lockpicking d4, Notice d6, Persuasion d6, Shooting d8, Stealth d4, Streetwise d4
Charisma: 0; Pace: 5; Parry: 6; Toughness: 6
Hindrances: Loyal, Obese, Major Vow (Nun)
Edges: Adept, Arcane Background (Miracles), Marksman, Martial Artist
Powers: (Power Points 10, both Adept) Deflection, Smite
Gear: Brass Knuckles (Str+d4, A hero wearing brass knuckles is considered to be an Unarmed Attacker), S&W (.44) (Range 12/24/48, 2d6+1, Shots 6, AP 1, Revolver)
“Pain is never permanent.”
Book Cultist
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d6, Forbidden Lore d8, Notice d4, Shooting d4
Pace: 6; Parry: 5; Toughness: 7
Gear: Dagger (Str+d4), Grimoire.
Special Abilities:
• Fanatical: If a cultist is adjacent to a cult leader when the latter is hit, the follower takes the blow for his master with a successful Agility roll.
• Grimoire: Cultists are capable of a number of unpleasant affects and rituals using thier grimoire and forbidden lore. Most of these, such as summoning Demons or animating Zombies, take too long to be used in combat. The remainder can be treated as 2d6 Bolts or Boost/Lower Trait using the casting without Power Points rules and the Forbidden Lore Skill.
"Yes, Lord? What is your wish?"
Skills: Fighting d6, Forbidden Lore d8, Notice d4, Shooting d4
Pace: 6; Parry: 5; Toughness: 7
Gear: Dagger (Str+d4), Grimoire.
Special Abilities:
• Fanatical: If a cultist is adjacent to a cult leader when the latter is hit, the follower takes the blow for his master with a successful Agility roll.
• Grimoire: Cultists are capable of a number of unpleasant affects and rituals using thier grimoire and forbidden lore. Most of these, such as summoning Demons or animating Zombies, take too long to be used in combat. The remainder can be treated as 2d6 Bolts or Boost/Lower Trait using the casting without Power Points rules and the Forbidden Lore Skill.
"Yes, Lord? What is your wish?"
Knife Cultist
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d6, Blood Sacrifice d8, Notice d4, Shooting d4
Pace: 6; Parry: 5; Toughness: 7
Gear: Sacrificial Dagger (Str+d4+1, magical).
Special Abilities:
• Fanatical: If a cultist is adjacent to a cult leader when the latter is hit, the follower takes the blow for his master with a successful Agility roll.
• Sacrifice: By indulging in various sanguinary practises, Cultists can use Blood Sacrifice as if it were Forbidden Lore, Spellcasting, Ritualism or Mad Science for the purposes of assisting in co-operative rolls.
"We will serve you, we are eager to please."
Skills: Fighting d6, Blood Sacrifice d8, Notice d4, Shooting d4
Pace: 6; Parry: 5; Toughness: 7
Gear: Sacrificial Dagger (Str+d4+1, magical).
Special Abilities:
• Fanatical: If a cultist is adjacent to a cult leader when the latter is hit, the follower takes the blow for his master with a successful Agility roll.
• Sacrifice: By indulging in various sanguinary practises, Cultists can use Blood Sacrifice as if it were Forbidden Lore, Spellcasting, Ritualism or Mad Science for the purposes of assisting in co-operative rolls.
"We will serve you, we are eager to please."
Wednesday, 9 October 2013
Goroloth
Wild Card
Attributes: Agility d8, Smarts d10, Spirit d12, Strength d12+1, Vigor d10
Skills: Fighting d8, Intimidation d12, Notice d12, , Swimming d12+3, Spellcasting d10
Charisma: 0; Pace: 4; Parry: 6; Toughness: 16 (2)
Edges: Arcane Background (Magic), Improved Frenzy, Quick, Strong Willed
Powers: Disguise (illusion), Obscure (illusion), Zombie(Slime corrupted corpses)
Special Abilities
• Armour +2: Blubber and slime.
• Tentacles: Str+d8; Reach 3"
• Darkvision: No vision penalties for darkness (range 12").
• Aquatic: Swimming Pace of 15", and cannot drown.
• Size +7: Increases Toughness by +7.
• Large: -4 to attack medium-sized foes, they receive +4 to their attacks.
• Corrupting Slime: 2d6 acid Damage Field.
Attributes: Agility d8, Smarts d10, Spirit d12, Strength d12+1, Vigor d10
Skills: Fighting d8, Intimidation d12, Notice d12, , Swimming d12+3, Spellcasting d10
Charisma: 0; Pace: 4; Parry: 6; Toughness: 16 (2)
Edges: Arcane Background (Magic), Improved Frenzy, Quick, Strong Willed
Powers: Disguise (illusion), Obscure (illusion), Zombie(Slime corrupted corpses)
Special Abilities
• Armour +2: Blubber and slime.
• Tentacles: Str+d8; Reach 3"
• Darkvision: No vision penalties for darkness (range 12").
• Aquatic: Swimming Pace of 15", and cannot drown.
• Size +7: Increases Toughness by +7.
• Large: -4 to attack medium-sized foes, they receive +4 to their attacks.
• Corrupting Slime: 2d6 acid Damage Field.
Tuesday, 8 October 2013
Flaming Skull
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6
Charisma: -; Pace: 0; Parry: 4; Toughness: 5
Edge: Dodge
Special Abilities
• Slam: Str+d6; Fire.
• Darkvision: No vision penalties for darkness (range 12").
• Mindless: Immune to mind-affecting magic.
• Fearless: Immune to fear and Intimidation.
• Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
• Flight: Flying Pace of 7" and Climb 2.
• Immunities: Fire, sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
• Size -2: Reduces Toughness by -2.
• Small: +2 to attack medium-sized foes, they receive -2 to their attacks.
• Fire Shroud: The Skull is surrounded with a 2d6 Fire Damage Field.
"Fwoom"
Skills: Fighting d6
Charisma: -; Pace: 0; Parry: 4; Toughness: 5
Edge: Dodge
Special Abilities
• Slam: Str+d6; Fire.
• Darkvision: No vision penalties for darkness (range 12").
• Mindless: Immune to mind-affecting magic.
• Fearless: Immune to fear and Intimidation.
• Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
• Flight: Flying Pace of 7" and Climb 2.
• Immunities: Fire, sleep, paralysis, mind-affecting effects, aging, bleeding and death magic.
• Size -2: Reduces Toughness by -2.
• Small: +2 to attack medium-sized foes, they receive -2 to their attacks.
• Fire Shroud: The Skull is surrounded with a 2d6 Fire Damage Field.
"Fwoom"
Demi-Lich
Wild Card
Attributes: Agility d6, Smarts d12+1, Spirit d12+1, Strength d6, Vigor d6
Skills: Fighting d8, Intimidation d12+2, Notice d12, Knowledge (Arcana) d12+2, Persuasion d12, Repair d12, Stealth d12+3, Spellcasting d12
Charisma: +4; Pace: -; Parry: 6; Toughness: 8 (3)
Edges: Alertness, Arcane Background (Magic), Dodge, Level Headed, Quick, Master Necromancer, Wizard
Powers: (35 Power Points) Lower Trait, Curse, Detect Arcana, Dispel, Fear, Legerdemain, Havok, Puppet, Zombie
Special Abilities
• Armour +3: Necromantic Energies.
• Darkvision: No vision penalties for darkness (range 12").
• Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
• Flight: Flying Pace of 6" and Climb 3.
• Hardy: A second Shaken result doesn't become a wound.
• Immunities: Electricity, acid, cold, sleep, shapechanging, paralysis, mind-affecting effects and magic.
• Size -2: Reduces Toughness by -2.
• Small: +2 to attack medium-sized foes, they receive -2 to their attacks.
"Look into my eyesockets."
Master Necromancer is in the Horror Companion and allows the construction of permanent undead better than the basic Zombie spell.
Attributes: Agility d6, Smarts d12+1, Spirit d12+1, Strength d6, Vigor d6
Skills: Fighting d8, Intimidation d12+2, Notice d12, Knowledge (Arcana) d12+2, Persuasion d12, Repair d12, Stealth d12+3, Spellcasting d12
Charisma: +4; Pace: -; Parry: 6; Toughness: 8 (3)
Edges: Alertness, Arcane Background (Magic), Dodge, Level Headed, Quick, Master Necromancer, Wizard
Powers: (35 Power Points) Lower Trait, Curse, Detect Arcana, Dispel, Fear, Legerdemain, Havok, Puppet, Zombie
Special Abilities
• Armour +3: Necromantic Energies.
• Darkvision: No vision penalties for darkness (range 12").
• Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
• Flight: Flying Pace of 6" and Climb 3.
• Hardy: A second Shaken result doesn't become a wound.
• Immunities: Electricity, acid, cold, sleep, shapechanging, paralysis, mind-affecting effects and magic.
• Size -2: Reduces Toughness by -2.
• Small: +2 to attack medium-sized foes, they receive -2 to their attacks.
"Look into my eyesockets."
Master Necromancer is in the Horror Companion and allows the construction of permanent undead better than the basic Zombie spell.
Summoning Circle
Toughness: 14
Special Abilities
• Dimensional Weak Point: +2 to Summon spells and rituals, that summon into the circle.
Special Abilities
• Dimensional Weak Point: +2 to Summon spells and rituals, that summon into the circle.
Pig Demon
Attributes: Agility d8, Smarts d12+2, Spirit d12+2, Strength d12+4, Vigor d12+2
Skills: Fighting d12, Intimidation d12+1, Notice d10, Knowledge (Planes) d12+2, Persuasion d10, Stealth d6, Spellcasting d12
Charisma: 0; Pace: 6; Parry: 8; Toughness: 16 (3)
Edges: Arcane Background (Magic), Level Headed, Sweep
Powers: (25 Power Points) Dispel, Teleport
Special Abilities
• Armour +3: Natural armour.
• Bite: Str+d8.
• Claws: Str+d8.
• Darkvision: No vision penalties for darkness (range 12").
• Truevision: Can see through illusions, shapechanging, invisibility, etc.
• Extraplanar: Not native to the material plane, and can be targeted by Banish.
• Flight: Flying Pace of 7" and Climb -1.
• Evil: Affected by powers and abilities that work on evil creatures.
• Immunities: Electricity and poison.
• Resistances: -2 damage from acid, cold and fire.
• Size +4: Increases Toughness by +4.
• Large: -2 to attack normal-sized foes, they receive +2 to their attacks.
"You'll make a nice brisket."
Skills: Fighting d12, Intimidation d12+1, Notice d10, Knowledge (Planes) d12+2, Persuasion d10, Stealth d6, Spellcasting d12
Charisma: 0; Pace: 6; Parry: 8; Toughness: 16 (3)
Edges: Arcane Background (Magic), Level Headed, Sweep
Powers: (25 Power Points) Dispel, Teleport
Special Abilities
• Armour +3: Natural armour.
• Bite: Str+d8.
• Claws: Str+d8.
• Darkvision: No vision penalties for darkness (range 12").
• Truevision: Can see through illusions, shapechanging, invisibility, etc.
• Extraplanar: Not native to the material plane, and can be targeted by Banish.
• Flight: Flying Pace of 7" and Climb -1.
• Evil: Affected by powers and abilities that work on evil creatures.
• Immunities: Electricity and poison.
• Resistances: -2 damage from acid, cold and fire.
• Size +4: Increases Toughness by +4.
• Large: -2 to attack normal-sized foes, they receive +2 to their attacks.
"You'll make a nice brisket."
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