Tuesday, 7 October 2014

Mouseling Wizard

Veteran Wise Mouse.
Wild Card
Attributes: Agility d6, Smarts d8, Spirit d8, Strength d4, Vigor d6 
Skills: Fighting d4, Intimidation d8, Investigation d8, Knowledge (Arcana) d8, Lockpicking d6, Notice d4, Shooting d4, Spellcasting d8, Stealth d6, Streetwise d8 
Charisma: 0; Pace: 4; Parry: 4; Toughness: 6 (2) 

Hindrances: Big Mouth, Elderly, Stubborn 
Edges: Alertness, Arcane Background (Magic), Giant Killer, Investigator, Low-Light Vision, New Power, Power Points, Rapid Recharge, Scamper, Wizard 
Powers: [15 Power Points] Blast(Demonic Spice Bomb), Boost/Lower Trait(Magic Cheese dips), Deflection(Inducing sudden bouts of hunger in attackers), Telekinesis(There is no Spoon)

Gear: Enchanted Robe and Hat(+2), Dagger (Str+d4)

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

"Your Nouvelle Necromancy is no match for the traditions of Cordon-Bleu Sorcery!"

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

Gríðr

Seasoned Dwarf Brigand.
Wild Card
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d8 (d10 if Drunk) 

Skills: Climbing d6, Fighting d6, Lockpicking d6, Notice d6, Shooting d6, Stealth d8, Streetwise d6 
Charisma: 0; Pace: 5; Parry: 5; Toughness: 8 (2) +1 if Drunk 


Hindrances: Greedy (Minor), Major Habit (Alcohol), Minor Enemy(Narthavar)

Edges: Danger Sense, Dodge, Liquid Courage, Sunder, Thief 

Gear: Throwing Axe (Range 3/6/12, Str+d6), Scale Armour under a leather coat(+2), Short Sword (Str+d6), Thieves Tools, Bottle of mushroom vodka, Whatever loot he's recently acquired.

Special Abilities:• Low Light Vision: Ignores penalties for Dim and Dark lighting.

"If thee got to pick a pocket or two, best pick big ones."

Friday, 25 July 2014

Bonnacon

Bizarre Medieval Creature
Attributes: Agility d6, Smarts d4(Animal), Spirit d6, Strength d12+2, Vigor d10
Skills: Fighting d6, Notice d8, Survival d6
Pace: 7; Parry: 5; Toughness: 12(2)

Edges: Extraction

Special Abilities
• Armour +2: Natural armour.
• Hooves: Str+d4.
• Low Light Vision: No penalties for dim or dark lighting.
• Size +3: Increases Toughness by +3.
• Burning Feces: When using Extraction lays a cone from its base directly over the character it can freely escape. Characters under the cone must make an Agility test at -2 or suffer 2d6 Fire Damage. 

"When we find the Wizard who created this, well then we didn't find him and he just spontaneously exploded, right?"

Not a Reaper Bones figure...

Saturday, 5 July 2014

Axe Barbarian

Seasoned Axe Murderer
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d6, Notice d6, Havoc d6, Intimidation d8, Stealth d6, Survival d6, Throwing d6.
Pace: 6; Parry: 6; Toughness: 8 (1)

Hindrances: Major Habit (Drunken Brawls)
Edges: Arcane Background (Superpowers), Brawny, Mighty Blow, Sweep.
Powers: (20 Power Points) Havoc (Centred on self, Dramatic Muscle Flex.)

Gear: Bronze battle axe (Str+d8), Heavy helm and oiled muscles (+1).

"RRRGHH. Red Barbarian needs frenzy badly!"

Ardynn

Elven Hero
Attributes: Agility d10, Smarts d10, Spirit d6, Strength d6, Vigor d8 
Skills: Fighting d10, Investigation d6, Notice d6, Riding d4, Shooting d6, Spellcasting d10, Stealth d6, Taunt d6 
Charisma: 0; Pace: 6; Parry: 7; Toughness: 8 (2) 

Hindrances: All Thumbs, Bloodthirsty, Death Wish, Minor Vow (Let his actions speak for his past.) 
Edges: Ambidextrous, Arcane Background (Magic), Jack-of-All-Trades, Level Headed, New Power, Power Points, Power Surge, Two-Fisted 
Powers: (15 Power Points) Bolt(Knives of Wind), Damage Field (Shadow of Death), Detect Arcana (Fey Sight), Warrior’s Gift (Pillaging the Akashic Library)

Gear: Enchanted Leathers(+2), Ishcris and Urhucris (Str+d6+2, AP 2) x2, Knife/Dagger (Range 3/6/12, Str+d4), Spellbooks written in demon's blood.

Special Abilities:

• Low Light Vision: Ignores penalties for Dim and Dark lighting.

"There can be no peace with demons."

Thursday, 12 June 2014

Aaron the Conjuror

Legendary (120 XP) Human Conjuror
Wild Card
Attributes: Agility d6, Smarts d12, Spirit d8, Strength d6, Vigor d4
Skills: Fighting d6, Intimidation d6, Investigation d6, Knowledge (Arcana) d8, Notice d8, Repair d6, Spellcasting d12, Streetwise d4, Taunt d4
Charisma: -2; Pace: 6; Parry: 6; Toughness: 6 (2)


Hindrances: Curious, Greedy (Minor), Mean
Edges: Arcane Background (Magic), Danger Sense, Elan, Improved Rapid Recharge, Level Headed, Luck, New Power x4, Power Points x4, Power Surge, Wizard


Powers: [30 power Points, Wizard] Armor, Blast, Bolt, Deflection, Detect/Conceal Arcana, Greater Healing, Telekinesis


Gear: Enchanted Robes (+2), Staff (Str+d4, Parry +1, Reach 1, 2 hands)     


“What is magic? There is the wizard's explanation... wizards talk about candles, circles, planets, stars, bananas, chants, runes and the importance of having at least four good meals every day.”   

Tuesday, 10 June 2014

Optimax


Legendary (120 XP) Dragon Transformed Kobold
Wild Card
Attributes: Agility d8, Smarts d6, Spirit d10, Strength d12+3, Vigor d10
Skills: Fighting d8, Intimidation d10, Knowledge (Arcana) d4, Knowledge (History)d6,  Notice d6, Survival d6, Tracking d6
Charisma: -; Pace: 6; Parry: 6; Toughness: 11(4)

Hindrances: Curious, Greedy (Minor), Mean Edges: Alertness, Counter Attack, Improved Dodge

Special Abilities:
• Armour +4: Scales.
• Claws: Str+d8.
• Arcane Sense: Dragons can Detect supernatural persons, objects or effects within line of sight. This takes deliberate effort and a Spirit Roll at -2 to avoid suffering a level of fatigue that can be removed with an hours rest.
• Flight: Flying Pace of 16".
• Breath Weapon: Spirit Roll; 2d10; Cone Template; avoid with Agility -2 roll. On a 1 on the Spirit Roll the Dragon is Shaken.
• Size +4: Increases Toughness by +4.
• Large: -2 to attack medium-sized foes, they receive +2 to their attacks.
• Tail: +2 to Agility Rolls involving balance or agility tricks. 
• Fear: As an Action the Dragon can cause all non dragons/kobolds within a Large Burst template centred on itself to make a spirit check or roll on the fright table.

"Soon, I will be Invincible!"

A Sundered Skies Chosen Drakin transformed to a Dragon.
The Attibute minimums required to aquire all the Dragon Edges means that as far as I can tell you can't acquire Dragon Growth and thus Large size at a lower XP value

Saturday, 17 May 2014

Weapons Locker

Toughness: 16 (6)

Small Arms

  • Light Pulser: Range:12/24/48 Damage:2d6, RoF 4, AP 4, Auto
  • Sabot Pistol: Range:16/32/64 Damage:2d6, RoF 3, AP 6

Long Arms

  • Assault Blaster: Range:12/24/48, Damage:2d8, RoF 3, AP 2, Auto
  • Chaingun: Range:50/100/200 Damage:3d6 Rof:4 AP 2, Auto, Snapfire
  • Pulser: Range:12/24/48 Damage:2d8, RoF 4, AP 4, Auto
  • Sabot Rifle: Range:28/56/112 RoF:3 Damage:2d8, AP 6; Scope
  • Steyr Fantom: Range:30/60/120, Damage:2d8, RoF 3, Shots 30, AP 5, Auto, 3RB, Scoped, Silenced
  • Strelitz Rifle: Range:50/100/150 Damage:2d8+1, RoF:1, AP 8, Scope, No Move and Fire, Heavy Weapon

Psychotronic Weapons

  • Neural Disruptor: Range:15/30/60, Damage:2d8, RoF 2, Shots 10, AP4, Semi-Auto, Does Fatigue instead of Wounds, Unconsciousness for 1d6 hours on Incapacitation, User may take an action and spend 1 Power Point to reload shots equal to a Psionics roll.
  • Psi Amp: Doubles Range and Duration of Psionic Powers

Support Weapons

  • Chaingun: Range:50/100/200 Damage:3d6 RoF:4, AP 2, Auto, Snapfire
  • Incinerator: Range:Cone, Damage:2d10, RoF:1, Ignores Armor, Heavy Weapon, Starts Fires
  • Vulcan HMG: Range:50/100/200 Damage:2d8, RoF: 6, AP 6, Snapfire, Heavy Weapon

Explosives

  • Demo Charge: When properly placed against the target with the shaped charge facing the target, a Demo charge is a Heavy Weapon doing Damage:4d6 AP12 to the target and Damage:3d6 AP2 to everything within a Small burst.
  • Plasma Grenades: Throwing, Range:5/10/20 RoF 1 Damage:4d6 Medium Burst, Grenade
  • Proximity Grenade: Throwing, Range 5/10/20, Damage:3d8, Medium Burst Template, Grenade, Motion sensor starts the next turn after being thrown, placed or remotely activated. Explodes when anything larger than size -4 comes within 4 meters of it.
  • Underbarrel RPG launcher: Damage:3d8, Range:24/48/96, RoF 1, AP 20, Heavy weapon, 4 shots

Melee Weapons

  • Powerfist: Str+2d6, AP4
  • Vibroknife: Str+d6+1, AP2, can't be thrown


Special Abilities
•  Lockdown: Requires a raise on a lockpicking test to open without the security code.

"What's in this Toybox?"

Tuesday, 13 May 2014

Erynth Grask

Wild Card
Attributes: Agility d12, Smarts d12, Spirit d8, Strength d12+3, Vigor d12+2Skills: Fighting d12, Intimidation d12, Climbing d12+2, Notice d12+3, Stealth d10, Spellcasting d6Pace: 6; Parry: 8; Toughness: 14 (1)

Edges: Arcane Background (Magic), Frenzy, Improved Sweep (Claws and Tentacles only)
Powers: (20 Power Points) Detect Arcana (see invisibility), Telekinesis

Special Abilities
• Armour +1: Dimensional Ooze.
• Claws and Tentacles: Str+d8; Grab.
• Bite: Str+d10.
• Tremorsense: No vision penalties for darkness (range 12").
• Burrow: Can burrow and reappear within 5".
• Extraplanar: Not native to the material plane, and can be targeted by Banish.
• Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
• Evil: Affected by powers and abilities that work on evil creatures.
• Size +4: Twelve feet long; Toughness +4.
• Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

"It is possible there is only one Erynth Grask and those encountered are mearly it's dreams projected into the mortal world."

Raster


Attributes: Agility d10, Smarts d6 (A), Spirit d6, Strength d12, Vigor d10
Skills: Fighting d6, Notice d8, Shooting d8
Pace: 8; Parry: 5; Toughness: 10 (1)

Edges: Extraction.

Special Abilities:
• Armour +1: Natural armour.
• Bite: Str+d4.
• Sonic Scream: Vigor+d6, Shooting, Range 6/12/24, RoF 1. AP 4.
• Exceptional Hearing: No penalties for dim or dark lighting.
• Fast Runner: Roll d8 when running instead of d6.
• Flight: Flying Pace of 9" and Climb 3.
• Size +2: Thirty foot Wingspan; Toughness +2.
• Weakness: Exceptional Hearing. Take +4 damage from Sonic attacks.
• A Wizard did it: The corpse of an adult raster contains magically charged organs that can be used in Alchemical procedures to substitute for d6-2 Power Points.

"Most raster encountered will be tamed riding beasts, controlled by a set of whistles. A few are instead trained to respond to bagpipes."