Saturday, 4 January 2014

Maashaf

Wild Card
Attributes: Agility d4, Smarts d10, Spirit d12, Strength d10, Vigor d10
Skills: Climbing d8, Fighting d10, Knowledge (geometry) d8, Notice d10, Persuasion d12
Pace: 4; Parry: 7; Toughness: 17 (4)


Special Abilities
Armor +4: Thick skin.Claws: Str+d8, AP2.
Bite: Str+d6, Grab
• Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Cripple Hope: Soul Scar victims must succeed at an opposed Spirit roll at -2 against Mashaaf to be able to use Bennies in encounters with him. This roll is made once per encounter.
Soul Scar: With an Opposed Spirit roll Mashaaf can mark the soul of a victim in line of sight. For the next year and a day, while the victim is within 101 miles Mashaaf knows their location and physical condition and can speak to them mind to mind.
Dark Blessing: Mashaaf may spend Bennies on those he has Soul Scarred.
Reality Bending: Mashaaf has 5 Bennies.
• Swallow: After successfully pinning a victim with a bite attack, this creature may make an opposed Strength roll as a normal action. If successful the victim has been swallowed, and automatically suffers Str+d6 damage every round after that. A swallowed victim can attempt to climb back up to the creature's mouth as a normal action with an opposed Strength roll, although it still remains pinned by the bite. This ability only works on targets at least four Size smaller than the swallower.
Size +6: Mashaaf weighs 4,000 lbs.
• Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

"Can you do me a favour?"

Friday, 3 January 2014

Warg

Attributes: Agility d8, Smarts d6(A), Spirit d8, Strength d12, Vigor d10
Skills: Fighting d8, Intimidation d8, Notice d8, Stealth d6, Tracking d8
Pace: 6; Parry: 6; Toughness: 9

Special Abilities
• Bite/Claws:
Str+d6.
• Grapple: If a Warg gets a raise while performing a grapple, it has knocked its foe to the ground and pinned
it with its paws. Bite attacks against a pinned foe are
made at +2.
• Improved Frenzy: Warg may make two Fighting attacks each action at no penalty.
• Size +2: Warg weigh over 500 pounds.


"Eeehwoo."

Thursday, 2 January 2014

Seasoned Mouseling Ranger

Wild Card
Attributes: Agility d8, Smarts d8, Spirit d6, Strength d6, Vigor d6 
Skills: Fighting d6, Healing d6, Notice d6, Shooting d8, Stealth d6, Survival d8, Taunt d6, Tracking d8 Charisma: 0;  
Pace: 5; Parry: 5; Toughness:

Hindrances: Cautious, Illiterate, Major Phobia (Cats) 
Edges: Alertness, Marksman, Scamper (Agility), Woodsman 

Gear: Bow (Range 12/24/48, 2d6), Knife/Dagger (Str+d4)

Racial Abilities:
• Low Light Vision: No penalties for dim or dark lighting.
• Small: Size -1, Toughness -1. 
• Short Legs: Pace 5

"For the Greenwood!"

Scamper can be found in the Fantasy Companion page 8 or Wizards &Warriors page 5.

Narthrax

Dragon
Wild Card
Attributes: Agility d8, Smarts d12, Spirit d12, Strength d12+9, Vigor d12
Skills: Fighting d12, Healing d12, Intimidation d12, Notice d12, Persuasion d10, Shooting d10, Survival d12, Swimming d12, Taunt d12, Throwing d8, Tracking d12
Pace: 8; Parry: 8; Toughness: 21 (4)






Edges: Improved Arcane Resistance, Level Headed, Improved Frenzy

Special Abilities
• Armor +4:
Scaly hide.

• Incomparable Scales: Halves AP of attacks. This does not apply to Heavy Weapons.
• Claw/Bite: Str+d10.
• Disrupt Fate: The great dragon may use this dragon power once per round.
• Fiery Breath: Narthrax may breathe fire in a cone. Every target within this cone may make an Agility roll at –1 to avoid the attack. Those who fail suffer 2d12 damage and must check to see if they catch fire. A dragon may not attack with its claws or bite in the round it breathes fire.
• Flight: Great dragons have a Flying Pace of 24” and Climb 0.
• Huge: Attackers add +4 to their Fighting or Shooting rolls when attacking a dragon due to its massive size.
• Lair Sense: A dragon makes its lair an extension of itself, and can use Notice and Tracking on characters anywhere within its lair, so long as the dragon is within Spirit miles. Narthrax gains a +2 bonus to its Notice roll when using this ability.
• Size +9: Over 110’ long from nose to tail.
• Tail Lash: The dragon can Improved Sweep all opponents within 3”. This is a standard Fighting attack, and damage is equal to the great dragon’s Strength.


"I hear you!"

Wednesday, 1 January 2014

Mouseling

Anthropomorphic Mice. Possibly juvenile Wombles.

Racial Abilities:
• Low Light Vision: No penalties for dim or dark lighting.
• Often Overlooked: Start with Stealth d6
• Scamper: Starts with Scamper Edge

• Small: Size -1, Toughness -1. 
• Short Legs: Pace 5

Scamper can be found in the Fantasy Companion page 8 or Wizards &Warriors page 5.

Angry Zombie

Attributes: Agility d4, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills: Climbing d6, Fighting d8, Notice d8
Pace: 4; Parry: 6; Toughness: 8 


Special Abilities• Claws: Str+d4. Infection
• Fearless: Zombies are immune to Fear and Intimidation.
• Undead: +2 Toughness; +2 to recover from being Shaken; called shots do no extra damage (except to the head).
• Weakness (Head): Shots to a zombie’s head are +4 damage. 

• Savage Rage: An Anger Zombie that is shaken flies into a rage and gains the Improved Frenzy Edge for the next hour.
• Infection: if Shaken or wounded, make a Vigor roll. If failed contract a Majorly Debilitating Long-Term Chronic Disease. Characters who die of this disease become Angry Zombies


"GRR"

Tuesday, 31 December 2013

Kulathi Pistoleer

Attributes: Agility d8, Smarts d8, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d6, Gambling d6, Healing d6, Intimidation d6, Notice d8, Persuasion d6, Psionics d8, Streetwise d6, Shooting d8
Charisma: -4, Pace: 6; Parry: 7; Toughness: 7(1) 

Hindrances: Major Habit(Eating the Brains of Sentients), Wanted (Cerebophage)
Edges: Ambidexterous, Arcane Background(Psionics), Dodge, Rock and Roll, Two Fisted
Powers: (20 Power Points) Burst(Telepathic Noise, Causes Fatigue rather than Wounds), Disguise(Editing peoples perceptions), Drain Power Points(Eating peoples minds), Fear

Gear: Light Pulsers (Range 12/24/48 Damage 2d6, RoF 4, AP 4, Auto)

Special Abilities:
• Tentacles: Str+d4, AP2 on a raise, Never counts as unarmed.
• Telepathic: Kulathi can communicate with any sentient being. They cannot read minds,but can understand mental thoughts intended as response to the mind-flayer. The Kulathi must be able to see their intended partner in conversation, and be the first to initiate mental rapport for telepathy to work.
• Aquatic: Kulathi cannot drown, move at their full pace underwater, and begin with a d6 Swimming.
• Dehydration : Kulathi must immerse themselves in water one hour out of every 24. Those who don’t are automatically Fatigued each day until they are Incapacitated. The day after that, they perish. 

"Kree?" 

Kulathi Leader

Wild Card
Attributes: Agility d6, Smarts d10, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d6, Knowledge (Battle) d6, Healing d6, Intimidation d6, Notice d8, Persuasion d6, Psionics d8, Streetwise d6, Shooting d6
Charisma: -4, Pace: 6; Parry: 7; Toughness: 7(1) 

Hindrances: Major Habit(Eating the Brains of Sentients), Wanted (Cerebophage)
Edges: Ambidexterous, Arcane Background(Psionics), Command, Dodge, Mentalist, Two Fisted
Powers: (20 Power Points) Burst(Telepathic Noise, Causes Fatigue rather than Wounds), Disguise(Editing peoples perceptions), Drain Power Points(Eating peoples minds), Fear

Gear: Light Pulsers (Range 12/24/48 Damage 2d6, RoF 4, AP 4, Auto)

Special Abilities:
• Tentacles: Str+d4, AP2 on a raise, Never counts as unarmed.
• Telepathic: Kulathi can communicate with any sentient being. They cannot read minds,but can understand mental thoughts intended as response to the mind-flayer. The Kulathi must be able to see their intended partner in conversation, and be the first to initiate mental rapport for telepathy to work.
• Aquatic: Kulathi cannot drown, move at their full pace underwater, and begin with a d6 Swimming.
• Dehydration : Kulathi must immerse themselves in water one hour out of every 24. Those who don’t are automatically Fatigued each day until they are Incapacitated. The day after that, they perish. 

"Kree!" 

Monday, 30 December 2013

Kulathi Infantry

Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d6, Gambling d6, Healing d6, Intimidation d6, Notice d8, Persuasion d6, Psionics d8, Streetwise d6, Shooting d6
Charisma: -4, Pace: 6; Parry: 7; Toughness: 7(1) 

Hindrances: Major Habit(Eating the Brains of Sentients), Wanted (Cerebophage)
Edges: Arcane Background(Psionics), Dodge, Two Fisted
Powers: (10 Power Points) Burst(Telepathic Noise, Causes Fatigue rather than Wounds), Disguise(Editing peoples perceptions), Drain Power Points(Eating peoples minds), Fear

Gear: Pulser (Range 12/24/48 Damage 2d8, RoF 4, AP 4, Auto)

Special Abilities:
• Tentacles: Str+d4, AP2 on a raise, Never counts as unarmed.
• Telepathic: Kulathi can communicate with any sentient being. They cannot read minds,but can understand mental thoughts intended as response to the mind-flayer. The Kulathi must be able to see their intended partner in conversation, and be the first to initiate mental rapport for telepathy to work.
• Aquatic: Kulathi cannot drown, move at their full pace underwater, and begin with a d6 Swimming.
• Dehydration : Kulathi must immerse themselves in water one hour out of every 24. Those who don’t are automatically Fatigued each day until they are Incapacitated. The day after that, they perish. 

"Kree."

Kulathi Support Gunner

Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d6, Gambling d6, Healing d6, Intimidation d6, Notice d8, Persuasion d6, Psionics d8, Streetwise d6, Shooting d6
Charisma: -4, Pace: 6; Parry: 7; Toughness: 7(1) 

Hindrances: Major Habit(Eating the Brains of Sentients), Wanted (Cerebophage)
Edges: Arcane Background(Psionics), Dodge, Rock and Roll, Two Fisted
Powers: (10 Power Points) Burst(Telepathic Noise, Causes Fatigue rather than Wounds), Disguise(Editing peoples perceptions), Drain Power Points(Eating peoples minds), Fear

Gear: Heavy Pulser (Range 30/60/90 Damage 2d8+1, RoF 4, AP 6, Auto, Snapfire, Heavy Weapon)

Special Abilities:
• Tentacles: Str+d4, AP2 on a raise, Never counts as unarmed.
• Telepathic: Kulathi can communicate with any sentient being. They cannot read minds,but can understand mental thoughts intended as response to the mind-flayer. The Kulathi must be able to see their intended partner in conversation, and be the first to initiate mental rapport for telepathy to work.
• Aquatic: Kulathi cannot drown, move at their full pace underwater, and begin with a d6 Swimming.
• Dehydration : Kulathi must immerse themselves in water one hour out of every 24. Those who don’t are automatically Fatigued each day until they are Incapacitated. The day after that, they perish. 

"KREE."