Seasoned Human Con Artist
Wild Card
Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d6, Investigation d4, Lockpicking d4, Notice d12, Persuasion d8, Streetwise d8, Throwing d6
Charisma: -; Pace: 6; Parry: 6; Toughness: 7 (2)
Hindrances: Greedy (Minor), Overconfident, Pacifist (Minor)Edges: Danger Sense, Dodge, Level Headed
Gear: Heart of Fire Gem (Shooting, Range 5/10/20, 2d6+2 Fire Damage, 6 shots, 1 hour in a fire to reload a shot), Two Throwing Knives (Range 3/6/12, Str+d4), Enchanted Bodice (+2, Covers torso, arms, and legs; 1 point of Armor is bypassed if hit with a raise), Dragon Claw Staff (Str+d6, Parry +1, Reach 1, 2 hands)
“The future belongs to those who believe in the beauty of their dreams.”
Savage Bones
An attempt to provide Savage Worlds Stat blocks for all the Reaper Bones.
Sunday, 21 June 2015
Hölleritter
Attributes: Agility d6, Smarts d12, Spirit d12, Strength d12+2, Vigor d12+1
Skills: Fighting d8, Intimidation d12, Climbing d10, Knowledge (Things Man was not meant to Know) d12, Persuasion d10, Repair d8, Survival d12, Notice d10, Stealth d8, Spellcasting d10
Charisma: +2; Pace: 4; Parry: 8; Toughness: 11(3)
Gear: Armour that Menaces with Spikes (+3, Counterattacks for its wearer using Fighting d6 for 2D8 Damage), Flail (Str+d6, ignores Shields and Cover), Shield (+2 Parry, +1 Armour vs ranged Attacks, +1 to Melee Disarm attempts)
Edges: Arcane Background (Magic), Danger Sense, Sweep, Trademark Weapon (Flail)
Powers: (20 Power Points) Dispel (Xeno's Paradox), Mind Reading (Shadow puppets of the Soul's Desire), Warrior's Gift (A priori knowledge)
Special Abilities
• Slams: Str+d6.
• Vision of the Unholy Twilight: No vision penalties for darkness.
• Extraplanar: Not native to the material plane, and can be targeted by Banish.
• Create Spawn: Anything slain by the Hölleritter who has had Shadow puppets of the Soul's Desire cast on them must make a Spirit check or rise next round as a Flaming Skull
• Fear -2: Anyone who sees this creature must make a Fear check at -2.
• Arcane Resistance: +2 to resist opposed magic, and +2 armour against offensive magic.
• Evil: Affected by powers and abilities that work on evil creatures.
"You only look like you feel pain."
Skills: Fighting d8, Intimidation d12, Climbing d10, Knowledge (Things Man was not meant to Know) d12, Persuasion d10, Repair d8, Survival d12, Notice d10, Stealth d8, Spellcasting d10
Charisma: +2; Pace: 4; Parry: 8; Toughness: 11(3)
Gear: Armour that Menaces with Spikes (+3, Counterattacks for its wearer using Fighting d6 for 2D8 Damage), Flail (Str+d6, ignores Shields and Cover), Shield (+2 Parry, +1 Armour vs ranged Attacks, +1 to Melee Disarm attempts)
Edges: Arcane Background (Magic), Danger Sense, Sweep, Trademark Weapon (Flail)
Powers: (20 Power Points) Dispel (Xeno's Paradox), Mind Reading (Shadow puppets of the Soul's Desire), Warrior's Gift (A priori knowledge)
Special Abilities
• Slams: Str+d6.
• Vision of the Unholy Twilight: No vision penalties for darkness.
• Extraplanar: Not native to the material plane, and can be targeted by Banish.
• Create Spawn: Anything slain by the Hölleritter who has had Shadow puppets of the Soul's Desire cast on them must make a Spirit check or rise next round as a Flaming Skull
• Fear -2: Anyone who sees this creature must make a Fear check at -2.
• Arcane Resistance: +2 to resist opposed magic, and +2 armour against offensive magic.
• Evil: Affected by powers and abilities that work on evil creatures.
"You only look like you feel pain."
Hellknight
Attributes: Agility d6, Smarts d12, Spirit d12, Strength d12+2, Vigor d12+1
Skills: Fighting d8, Intimidation d12, Climbing d10, Knowledge (Things Man was not meant to Know) d12, Persuasion d10, Repair d8, Survival d12, Notice d10, Stealth d8, Spellcasting d10
Charisma: +2; Pace: 4; Parry: 8; Toughness: 11 (3)
Gear: Demonic Armour Symbiote (+3, Counts as having an additional ally for gang up bonus), Longsword (Str+d8), Shield (+2 Parry, +1 Armour vs ranged Attacks)
Edges: Alertness, Arcane Background (Magic), Sweep, Trademark Weapon (longsword)
Powers: (20 Power Points) Dispel (Axiom of Despair), Jet (I am 87% confident you will burst into flames.), Mind Reading (Taste the seeds of cowardice), Puppet (Categorical Imperative: Murder)
Special Abilities
• Slams: Str+d6.
• Vision of the Unholy Twilight: No vision penalties for darkness.
• Extraplanar: Not native to the material plane, and can be targeted by Banish.
• Create Spawn: Anything slain by the Hell knight who has had Taste the seeds of cowardice cast on them must make a Spirit check or rise next round as a Flaming Skull
• Fear -2: Anyone who sees this creature must make a Fear check at -2.
• Arcane Resistance: +2 to resist opposed magic, and +2 armour against offensive magic.
• Evil: Affected by powers and abilities that work on evil creatures.
"I am compelled to do evil, regardless of its utility."
Skills: Fighting d8, Intimidation d12, Climbing d10, Knowledge (Things Man was not meant to Know) d12, Persuasion d10, Repair d8, Survival d12, Notice d10, Stealth d8, Spellcasting d10
Charisma: +2; Pace: 4; Parry: 8; Toughness: 11 (3)
Gear: Demonic Armour Symbiote (+3, Counts as having an additional ally for gang up bonus), Longsword (Str+d8), Shield (+2 Parry, +1 Armour vs ranged Attacks)
Edges: Alertness, Arcane Background (Magic), Sweep, Trademark Weapon (longsword)
Powers: (20 Power Points) Dispel (Axiom of Despair), Jet (I am 87% confident you will burst into flames.), Mind Reading (Taste the seeds of cowardice), Puppet (Categorical Imperative: Murder)
Special Abilities
• Slams: Str+d6.
• Vision of the Unholy Twilight: No vision penalties for darkness.
• Extraplanar: Not native to the material plane, and can be targeted by Banish.
• Create Spawn: Anything slain by the Hell knight who has had Taste the seeds of cowardice cast on them must make a Spirit check or rise next round as a Flaming Skull
• Fear -2: Anyone who sees this creature must make a Fear check at -2.
• Arcane Resistance: +2 to resist opposed magic, and +2 armour against offensive magic.
• Evil: Affected by powers and abilities that work on evil creatures.
"I am compelled to do evil, regardless of its utility."
Saturday, 20 June 2015
Narthavar
Cloud Dragon Vigilante
Wild Card
Attributes: Agility d6, Smarts d10 Spirit d12, Strength d12+5, Vigor d12
Skills: Fighting d12, Intimidation d10, Investigation d8, Knowledge (Arcana) d12+2, Knowledge (Meteorology) d12, Lockpicking d10, Notice d12 Persuasion d10, Repair d10, Spellcasting d12, Tracking d8, Weird Science d8
Charisma: +2; Pace: 6; Parry: 8; Toughness: 20 (4)
Edges: Ambidextrous, Arcane Background (Magic), Counterattack, Improved Extraction, Killer Instinct, Level Headed, McGyver, Mr Fix It, Scholar (Arcana, Meteorology), Strong Willed
Powers: (20 Power Points) Deflection (Allied windspirits), Detect Arcana (Smell magic), Dispel (Word of Unbinding), Light (St Elmo's Fire), Puppet (living humanoids only, The eyes are the windows of the soul)
Special Abilities
• Armour +4: Scaly hide.
• Bite: Str+d8.
• Claws: Str+d8.
• Fear -2: Anyone who sees this creature must make a Fear check at -2.
• Flight: Flying Pace of 24" and Climb -1.
• Arcane Resistance: +2 to resist opposed magic, and +2 armour against offensive magic.
• Change Form: Can assume or leave a Human form as a normal action.
• Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d12 Frost damage.
• Wing Buffet: As an Attack make an Strength test. All opponents within 4 inches must beat your result in a Vigor test or be Knocked Down and suffer Str Damage.
• Immunities: Sleep and paralysis.
• Size +8: Increases Toughness by +8.
• Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.
"Get off my lawn, you hooligans."
Wild Card
Attributes: Agility d6, Smarts d10 Spirit d12, Strength d12+5, Vigor d12
Skills: Fighting d12, Intimidation d10, Investigation d8, Knowledge (Arcana) d12+2, Knowledge (Meteorology) d12, Lockpicking d10, Notice d12 Persuasion d10, Repair d10, Spellcasting d12, Tracking d8, Weird Science d8
Charisma: +2; Pace: 6; Parry: 8; Toughness: 20 (4)
Edges: Ambidextrous, Arcane Background (Magic), Counterattack, Improved Extraction, Killer Instinct, Level Headed, McGyver, Mr Fix It, Scholar (Arcana, Meteorology), Strong Willed
Powers: (20 Power Points) Deflection (Allied windspirits), Detect Arcana (Smell magic), Dispel (Word of Unbinding), Light (St Elmo's Fire), Puppet (living humanoids only, The eyes are the windows of the soul)
Special Abilities
• Armour +4: Scaly hide.
• Bite: Str+d8.
• Claws: Str+d8.
• Fear -2: Anyone who sees this creature must make a Fear check at -2.
• Flight: Flying Pace of 24" and Climb -1.
• Arcane Resistance: +2 to resist opposed magic, and +2 armour against offensive magic.
• Change Form: Can assume or leave a Human form as a normal action.
• Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d12 Frost damage.
• Wing Buffet: As an Attack make an Strength test. All opponents within 4 inches must beat your result in a Vigor test or be Knocked Down and suffer Str Damage.
• Immunities: Sleep and paralysis.
• Size +8: Increases Toughness by +8.
• Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.
"Get off my lawn, you hooligans."
Friday, 13 March 2015
Mouseling Blaster Wizard
Seasoned Danmaku Explodomancer
Wild Card
Attributes: Agility d6, Smarts d10, Spirit d6, Strength d4, Vigor d6
Skills: Fighting d4, Intimidation d6, Notice d6, Shooting d8, Spellcasting d10, Stealth d6, Taunt d6
Charisma: -6; Pace: 5; Parry: 4; Toughness: 5 (1)
Hindrances: Bloodthirsty, Mean, Vengeful (Minor)
Edges: Arcane Background (Magic), Low-Light Vision, Marksman, New Power, Power Surge, Scamper
Powers: (10 Power Points) Armor (Small Deflecting Explosions), Blast (Unstable Fire Rune), Burst (Red Hot Shrapnel), Damage Field (A Scattering of Small Explosions)
Gear: Enchanted Cloak (+1), Staff of Ominous Doom (Shooting, Range 30/60/120, Damage 2d10, Shots 1, AP 2, Snapfire)
Racial Abilities:
• Small: Size -1, Toughness -1.
"I love the smell of Phlogiston in the morning."
Scamper can be found in the Fantasy Companion page 8 or Wizards &Warriors page 5.
Wild Card
Attributes: Agility d6, Smarts d10, Spirit d6, Strength d4, Vigor d6
Skills: Fighting d4, Intimidation d6, Notice d6, Shooting d8, Spellcasting d10, Stealth d6, Taunt d6
Charisma: -6; Pace: 5; Parry: 4; Toughness: 5 (1)
Hindrances: Bloodthirsty, Mean, Vengeful (Minor)
Edges: Arcane Background (Magic), Low-Light Vision, Marksman, New Power, Power Surge, Scamper
Powers: (10 Power Points) Armor (Small Deflecting Explosions), Blast (Unstable Fire Rune), Burst (Red Hot Shrapnel), Damage Field (A Scattering of Small Explosions)
Gear: Enchanted Cloak (+1), Staff of Ominous Doom (Shooting, Range 30/60/120, Damage 2d10, Shots 1, AP 2, Snapfire)
Racial Abilities:
• Small: Size -1, Toughness -1.
"I love the smell of Phlogiston in the morning."
Scamper can be found in the Fantasy Companion page 8 or Wizards &Warriors page 5.
Tuesday, 10 March 2015
Herryk Aesir
Veteran Dwarf Warlord
Wild Card
Attributes: Agility d6, Smarts d8, Spirit d8, Strength d8, Vigor d8
Skills: Fighting d8, Intimidation d8, Notice d6, Streetwise d6, Taunt d8, Throwing d4
Charisma: 0; Pace: 5; Parry: 5; Toughness: 9 (3)
Hindrances: Code of Honor, Loyal, Minor Phobia (Trees)
Edges: Command, Danger Sense, Giant Killer, Hold the Line!, Inspire, Sidekick(Dain Deepaxe), Sunder
Gear: Maul (Str+d8, AP 2 vs. rigid armor, Parry –1, 2 hands), Plate Armor (+3), Wishbone of the Sky (Enchanted Dragonbone, As an action the wearer can make a d8 Attack Range 16" Medium burst Template doing 2d10 Lightning Damage. Has 2 shots and recharges 1 every 6 hours or when the wearer draws a Joker for initiative.)
Special Abilities:
Wild Card
Attributes: Agility d6, Smarts d8, Spirit d8, Strength d8, Vigor d8
Skills: Fighting d8, Intimidation d8, Notice d6, Streetwise d6, Taunt d8, Throwing d4
Charisma: 0; Pace: 5; Parry: 5; Toughness: 9 (3)
Hindrances: Code of Honor, Loyal, Minor Phobia (Trees)
Edges: Command, Danger Sense, Giant Killer, Hold the Line!, Inspire, Sidekick(Dain Deepaxe), Sunder
Gear: Maul (Str+d8, AP 2 vs. rigid armor, Parry –1, 2 hands), Plate Armor (+3), Wishbone of the Sky (Enchanted Dragonbone, As an action the wearer can make a d8 Attack Range 16" Medium burst Template doing 2d10 Lightning Damage. Has 2 shots and recharges 1 every 6 hours or when the wearer draws a Joker for initiative.)
Special Abilities:
- Low Light Vision: Ignores penalties for Dim and Dark lighting.
Sunday, 8 March 2015
Female Barbarian
Attributes: Agility d6, Smarts d4, Spirit d6,
Strength d8, Vigor d8
Skills: Fighting d8, Healing d4, Intimidation d6, Notice d6,
Stealth d4. Tracking d6, Throwing d6
Pace: 6; Parry: 8; Toughness: 6
Hindrances: Illiterate
Edges: Block, Combat Reflexes, Frenzy
Gear: Long sword (Str+d8), Great axe (Str+d10, two handed, AP 1, Parry -1),
"Stand and fight, you dogs from some southern Hell -- or else crawl back into the Hell-hole that opened up and spat you out!"
Strength d8, Vigor d8
Skills: Fighting d8, Healing d4, Intimidation d6, Notice d6,
Stealth d4. Tracking d6, Throwing d6
Pace: 6; Parry: 8; Toughness: 6
Hindrances: Illiterate
Edges: Block, Combat Reflexes, Frenzy
Gear: Long sword (Str+d8), Great axe (Str+d10, two handed, AP 1, Parry -1),
"Stand and fight, you dogs from some southern Hell -- or else crawl back into the Hell-hole that opened up and spat you out!"
Saturday, 7 March 2015
Whispering Tyrant
Attributes: Agility d12, Smarts d6, Spirit d8, Strength d12+1, Vigor d10
Skills: Fighting d10, Knowledge(Battle) d10, Notice d12, Repair d12
Pace: 5; Parry: 7; Toughness: 9
Edges: Arcane Background (Magic), Level Headed, Command, Fervour, Hold the Line.
Powers: (15 PP) Havok (Whispers of Sedition), Puppet (Whispers of Command), Warriors Gift (Whispers of Mastery)
Special Abilities• Freezing Touch: Str+d10 AP2.
• Darkvision: No vision penalties for darkness.
• Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
• Arcane Resistance: +2 to resist opposed magic, and +2 armour against offensive magic.
• Immunities: Sleep, disease, poison, fatigue, paralysis, mind-affecting effects, aging, bleeding and death magic.
"By my Command"
Skills: Fighting d10, Knowledge(Battle) d10, Notice d12, Repair d12
Pace: 5; Parry: 7; Toughness: 9
Edges: Arcane Background (Magic), Level Headed, Command, Fervour, Hold the Line.
Powers: (15 PP) Havok (Whispers of Sedition), Puppet (Whispers of Command), Warriors Gift (Whispers of Mastery)
Special Abilities• Freezing Touch: Str+d10 AP2.
• Darkvision: No vision penalties for darkness.
• Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
• Arcane Resistance: +2 to resist opposed magic, and +2 armour against offensive magic.
• Immunities: Sleep, disease, poison, fatigue, paralysis, mind-affecting effects, aging, bleeding and death magic.
"By my Command"
The Horned Hunter
Wild Card
Attributes: Agility d12, Smarts d8, Spirit d8, Strength d10, Vigor d10
Skills: Fighting d6, Intimidation d6, Notice d8, Stealth d8, Climbing d6, Shooting d10, Tracking d10, Obscure d8
Pace: 8; Parry: 5; Toughness: 12 (1)
Gear: Giant Belt Buckle (+1), Longsword (Str+d8), Briarbow (Shooting; range 15/30/60; 2d8; AP 2)
Edges: Arcane Background (Super), Assassin, Dodge, Extraction, Hard to Kill, Harder to Kill, Marksman, Woodsman
Powers: (20 PP) Obscure (swirling mists)
Special Abilities
• Darkvision: No vision penalties for darkness.
• Cursed Vitality: +4 Toughness.
• Horned Helmet: Str+d8; Does Fatigue Levels rather than Wounds
• Weakness: Silver Weapons, Fire and Oak, Ash or Thorn ignore, Cursed Vitality, Hard to Kill and Harder to Kill.
"Don't mistake activity for achievement."
Attributes: Agility d12, Smarts d8, Spirit d8, Strength d10, Vigor d10
Skills: Fighting d6, Intimidation d6, Notice d8, Stealth d8, Climbing d6, Shooting d10, Tracking d10, Obscure d8
Pace: 8; Parry: 5; Toughness: 12 (1)
Gear: Giant Belt Buckle (+1), Longsword (Str+d8), Briarbow (Shooting; range 15/30/60; 2d8; AP 2)
Edges: Arcane Background (Super), Assassin, Dodge, Extraction, Hard to Kill, Harder to Kill, Marksman, Woodsman
Powers: (20 PP) Obscure (swirling mists)
Special Abilities
• Darkvision: No vision penalties for darkness.
• Cursed Vitality: +4 Toughness.
• Horned Helmet: Str+d8; Does Fatigue Levels rather than Wounds
• Weakness: Silver Weapons, Fire and Oak, Ash or Thorn ignore, Cursed Vitality, Hard to Kill and Harder to Kill.
"Don't mistake activity for achievement."
Wednesday, 4 March 2015
Burrowing Horror
Attributes: Agility d10, Smarts d6 (A), Spirit d8, Strength d12, Vigor d12
Skills: Fighting d10, Notice d8, Tracking d10
Pace: 7; Parry: 7; Toughness: 15 (3)
Hindrances: Bloodthirsty
Edges: Strong Willed
Special Abilities
• Armour +3: Natural armour.
• Bite or Claws: Str+d8, AP2.
• Tremorsense: Can sense and accurately pinpoint anything within 12" that's in contact with the ground.
• Burst out of the Ground: +4 attack/damage and -2 Parry when first moving adjacent to foe.
• Burrow: Can burrow and reappear within 5".
• Size +6: Increases Toughness by +6.
• Large: -2 to attack medium-sized foes, they receive +2 to their attacks.
"There are those who believe these are the juvenile form of Khanjira. Others believe them to be Bathalian creations."
Skills: Fighting d10, Notice d8, Tracking d10
Pace: 7; Parry: 7; Toughness: 15 (3)
Hindrances: Bloodthirsty
Edges: Strong Willed
Special Abilities
• Armour +3: Natural armour.
• Bite or Claws: Str+d8, AP2.
• Tremorsense: Can sense and accurately pinpoint anything within 12" that's in contact with the ground.
• Burst out of the Ground: +4 attack/damage and -2 Parry when first moving adjacent to foe.
• Burrow: Can burrow and reappear within 5".
• Size +6: Increases Toughness by +6.
• Large: -2 to attack medium-sized foes, they receive +2 to their attacks.
"There are those who believe these are the juvenile form of Khanjira. Others believe them to be Bathalian creations."
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