Tuesday, 9 July 2013
Fulumbar
Seasoned Dwarf Dwarf Warrior
Wild Card
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d10, Vigor d8
Skills: Fighting d12, Intimidation d6, Climbing d4, Knowledge (Engineering) d6, Notice d6, Streetwise d6, Throwing d4
Charisma: -; Pace: 5; Parry: 10; Toughness: 8 (2);
Hindrances: Curious, Minor Vow (Never refuse a drink), Loyal
Edges: Counter Attack, Sweep
Racial Abilities:
• Low Light Vision: No vision penalties for Dim or Dark lighting.
Gear: Chain armour (+2), Warhammer (Str+d6, AP1 vs rigid armor), medium shield (Parry +1), Throwing Axe (Throwing; range 3/6/12; Str+d6)
"I wonder what they have to drink over that horizon?"
Monday, 8 July 2013
Candelabrum
Toughness: 8Special Abilities:
• Burning: Can set things on fire.
• Pleasant Surroundings: When negotiating with Firebirds, providing a high quality Candelabrum as a perch, will generate a +1 Charisma bonus.
Mum and Kids
Mother Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Driving d4, Fighting d4, Gambling d4, Healing d4, Notice d6, Persuasion d4, Streetwise d6, Taunt d6, Throwing d6
Charisma: 0; Pace: 6; Parry: 5; Toughness: 5
Hindrances: Poverty
Child
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d4, Vigor d6
Skills: Driving d4, Fighting d4, Notice d6, Persuasion d4, Streetwise d4, Taunt d4, Throwing d6
Charisma: 0; Pace: 6; Parry: 5; Toughness: 4
Hindrances: Poverty, Young
“Children are knives, my mother once said. They don’t mean to, but they cut. And yet we cling to them, don’t we, we clasp them until the blood flows.”
Sunday, 7 July 2013
Firebird
Attributes: Agility d10, Smarts d8, Spirit d12, Strength d6, Vigor d10
Skills: Fighting d10, Intimidation d12, Notice d12+2, Persuasion d10, Spellcasting d10
Charisma: +4; Pace: 6; Parry: 8; Toughness: 6 (3)
Hindrances: Major Phobia(Lies from allies.)
Edges: Arcane Background (Magic), Combat Reflexes, Dodge, Improved Dodge, Level Headed, Strong Willed
Powers: Barrier (fire), Detect Arcana, Dispel, Elemental Control (Fire), Healing
Special Abilities:
• Armor +3: Born in flame
• Burning Bright: 2d6 Fire Damage Field
• Talons or Bite: Str+d8; Fire.
• Flight: Flying Pace of 12" and Climb 2.
• Immunity: Fire.
• Weakness: Cold (double damage).
• Size -2: Decreases Toughness by -2.
• Small: +2 to attack medium-sized foes, they receive -2 to their attacks.
"So we meet again, Koschei. Your Iron cages will not suffice this time."
Skills: Fighting d10, Intimidation d12, Notice d12+2, Persuasion d10, Spellcasting d10
Charisma: +4; Pace: 6; Parry: 8; Toughness: 6 (3)
Hindrances: Major Phobia(Lies from allies.)
Edges: Arcane Background (Magic), Combat Reflexes, Dodge, Improved Dodge, Level Headed, Strong Willed
Powers: Barrier (fire), Detect Arcana, Dispel, Elemental Control (Fire), Healing
Special Abilities:
• Armor +3: Born in flame
• Burning Bright: 2d6 Fire Damage Field
• Talons or Bite: Str+d8; Fire.
• Flight: Flying Pace of 12" and Climb 2.
• Immunity: Fire.
• Weakness: Cold (double damage).
• Size -2: Decreases Toughness by -2.
• Small: +2 to attack medium-sized foes, they receive -2 to their attacks.
"So we meet again, Koschei. Your Iron cages will not suffice this time."
Malek
Seasoned Human Necromancer
Wild Card
Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6, Vigor d4
Skills: Fighting d6, Intimidation d6, Investigation d6, Notice d6, Repair d6, Spellcasting d10, Stealth d6
Charisma: 0; Pace: 6; Parry: 5 (6 with staff); Toughness:5(1)
Hindrances: Anemic, Arrogant, Death Wish
Edges: Arcane Background (Magic), Hard to Kill, Necromancer, New Power, Power Points
Spells: (15 power Points) Armour, Bolt, Boost/Lower Trait(Usually Boost Vigor), Zombie
Gear: Armoured robes (+1), Short Sword (Str+d6, Includes cavalry sabers), Batheaded staff (Str+d6, Reach 1, Parry +1 if used in 2 hands), 1d6 Zombie or skeleton minions.
"Soon I will cast of this mortal flesh and become immortal."
Necromancer comes from the Horror Companion and improves the Zombie spell
Wild Card
Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6, Vigor d4
Skills: Fighting d6, Intimidation d6, Investigation d6, Notice d6, Repair d6, Spellcasting d10, Stealth d6
Charisma: 0; Pace: 6; Parry: 5 (6 with staff); Toughness:5(1)
Hindrances: Anemic, Arrogant, Death Wish
Edges: Arcane Background (Magic), Hard to Kill, Necromancer, New Power, Power Points
Spells: (15 power Points) Armour, Bolt, Boost/Lower Trait(Usually Boost Vigor), Zombie
Gear: Armoured robes (+1), Short Sword (Str+d6, Includes cavalry sabers), Batheaded staff (Str+d6, Reach 1, Parry +1 if used in 2 hands), 1d6 Zombie or skeleton minions.
"Soon I will cast of this mortal flesh and become immortal."
Necromancer comes from the Horror Companion and improves the Zombie spell
Townswoman
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Driving d4, Fighting d4, Gambling d4, Healing d4, Notice d6, Persuasion d4, Streetwise d6, Taunt d6, Throwing d6
Charisma: 0; Pace: 6; Parry: 5; Toughness: 5
Hindrances: Poverty
Gear: Broom (Str+d4, Parry +1, Reach 1, 2 hands)
"Got to get on. No time to natter. Well maybe five minutes.."
Skills: Driving d4, Fighting d4, Gambling d4, Healing d4, Notice d6, Persuasion d4, Streetwise d6, Taunt d6, Throwing d6
Charisma: 0; Pace: 6; Parry: 5; Toughness: 5
Hindrances: Poverty
Gear: Broom (Str+d4, Parry +1, Reach 1, 2 hands)
"Got to get on. No time to natter. Well maybe five minutes.."
Saturday, 6 July 2013
Gracie
Fast Zombie
Attributes: Agility d6, Smarts d4, Spirit d4, Strength d6, Vigor d6
Skills: Fighting d6, Intimidation d6, Notice d4, Stealth d6
Pace: 6; Parry: 5; Toughness: 7
Special Abilities:
• Bite / Claws: Str+d4.
• Fearless: Immune to Fear and Intimidation.
• Fleet of Foot: d10 running die instead of d6
• Undead: +2 Toughness; +2 to recover from being Shaken; no additional damage from Called Shots; immune to disease and poison; does not suffer wound penalties if a Wild Card.
• Weakness (Head): Shots to a zombie’s cause +2 damage.
"Brains.."
Attributes: Agility d6, Smarts d4, Spirit d4, Strength d6, Vigor d6
Skills: Fighting d6, Intimidation d6, Notice d4, Stealth d6
Pace: 6; Parry: 5; Toughness: 7
Special Abilities:
• Bite / Claws: Str+d4.
• Fearless: Immune to Fear and Intimidation.
• Fleet of Foot: d10 running die instead of d6
• Undead: +2 Toughness; +2 to recover from being Shaken; no additional damage from Called Shots; immune to disease and poison; does not suffer wound penalties if a Wild Card.
• Weakness (Head): Shots to a zombie’s cause +2 damage.
"Brains.."
Freja Fangbreaker
Seasoned Dwarf Sergeant
Wild Card
Attributes: Agility d8, Smarts d8, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Intimidation d6, Notice d6, Stealth d4, Taunt d8, Throwing d6, Weird Science d8
Charisma: 0; Pace: 5; Parry: 7; Toughness: 8(3)
Hindrances: Code of Honor, Loyal, Quirk(Prefers Spirits of Ginevra)
Edges: Combat Reflexes, Command, First Strike, Hold the Line!, Tactician
Gear: Axe (Str+d6, ), Axe, Throwing (Range 3/6/12, Str+d6), Large Shield (+2 Parry, +2 Armor to ranged shots that hit in arc), Plate Corselet (+3)
"Beard or no beard, you hold the line and stick with your squad."
Wild Card
Attributes: Agility d8, Smarts d8, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Intimidation d6, Notice d6, Stealth d4, Taunt d8, Throwing d6, Weird Science d8
Charisma: 0; Pace: 5; Parry: 7; Toughness: 8(3)
Hindrances: Code of Honor, Loyal, Quirk(Prefers Spirits of Ginevra)
Edges: Combat Reflexes, Command, First Strike, Hold the Line!, Tactician
Gear: Axe (Str+d6, ), Axe, Throwing (Range 3/6/12, Str+d6), Large Shield (+2 Parry, +2 Armor to ranged shots that hit in arc), Plate Corselet (+3)
"Beard or no beard, you hold the line and stick with your squad."
Autumn Bronzeleaf
Seasoned Elf Wizard
Wild Card
Attributes: Agility d6, Smarts d10, Spirit d6, Strength d4, Vigor d6
Skills: Fighting d6, Investigation d8, Notice d6, Riding d6, Spellcasting d10, Taunt d10
Charisma: 0; Pace: 6; Parry: 5; Toughness: 5
Hindrances: All Thumbs, Anemic, Curious, Minor Delusional (Cloth gets in the way of magic.)
Edges: Arcane Background (Magic), Jack-of-All-Trades, New Power, Power Points, Rapid Recharge
Powers: (15 Power Points) Barrier(Rosebriars), Blast (Fireball), Dispel, Shape Change.
Gear: Staff (Str+d4, Parry +1, Reach 1, 2 hands)
"I love to run through fields of flowers. Flowers of flames."
Wild Card
Attributes: Agility d6, Smarts d10, Spirit d6, Strength d4, Vigor d6
Skills: Fighting d6, Investigation d8, Notice d6, Riding d6, Spellcasting d10, Taunt d10
Charisma: 0; Pace: 6; Parry: 5; Toughness: 5
Hindrances: All Thumbs, Anemic, Curious, Minor Delusional (Cloth gets in the way of magic.)
Edges: Arcane Background (Magic), Jack-of-All-Trades, New Power, Power Points, Rapid Recharge
Powers: (15 Power Points) Barrier(Rosebriars), Blast (Fireball), Dispel, Shape Change.
Gear: Staff (Str+d4, Parry +1, Reach 1, 2 hands)
"I love to run through fields of flowers. Flowers of flames."
Anirion The Summoner
Seasoned Elf Wizard
Wild Card
Attributes: Agility d6, Smarts d8, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Intimidation d6, Notice d6, Persuasion d6, Shooting d4, Summon Ally d10, Stealth d6
Charisma: 0; Pace: 6; Parry: 5; Toughness: 6(1)
Hindrances: All Thumbs, Curious, Greedy (Minor), Loyal
Edges: Arcane Background (Super Powers), Level Headed, Power Points, Power Surge, Quick, Soul Drain.
Powers: (25 Power Points) Summon Ally
Gear: Robes(+1), Staff(Str+d4, +1 reach, +1 Parry)
"Kerberos, I choose you."
Wild Card
Attributes: Agility d6, Smarts d8, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Intimidation d6, Notice d6, Persuasion d6, Shooting d4, Summon Ally d10, Stealth d6
Charisma: 0; Pace: 6; Parry: 5; Toughness: 6(1)
Hindrances: All Thumbs, Curious, Greedy (Minor), Loyal
Edges: Arcane Background (Super Powers), Level Headed, Power Points, Power Surge, Quick, Soul Drain.
Powers: (25 Power Points) Summon Ally
Gear: Robes(+1), Staff(Str+d4, +1 reach, +1 Parry)
"Kerberos, I choose you."
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