Sunday, 27 October 2013

IMEF Medic


Human
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d8
Skills: Boating d6, Driving d6, Fighting d8, Healing d6, Notice d6, Shooting d8, Swimming d6, Throwing d6
Pace: 6; Parry: 6; Toughness: 14(8)

Hindrances: Loyal
Edges: Dodge, Healer, Marksman.
Gear: Hard Armor(+8), two Plasma Grenades(Throwing: Range: 5/10/20 RoF 1 Damage 4d6 Medium Burst, Grenade), Sabot Pistol (Range: 16/32/64 RoF:3 Damage 2d6 AP 6), Medkit.

 "Most people would say this man is half dead. But I am a doctor. And I like to think of him as half alive."

Highland Gnoll

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d10, Vigor d8
Skills: Climbing d4, Fighting d10, Notice d8, Intimidate d6 Shooting d6, Survival d6, Taunt d6, Throwing d4, Tracking d6
Charisma: -; Pace: 6; Parry: 8; Toughness: 9 (2)

Edges: Berserk, Scavenger, Mighty Blow.

Special Abilities:
• Armour +1:
Fur.
• Fast Runner: d8 running dice rather than d6.
• Pick off the weak: +2 to hit Wounded or bleeding characters.
• Low Light Vision: No penalties for dim or dark lighting.
• Size +1: Increases Toughness by +1.

Gear: Ragged Armor (+1), Shield (+1 Parry), Axe (Str+d6)

"Garg’n Uair Dhuisgear!"

Mustafa Hammer

Seasoned Human Wallbreaker
Wild Card
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d6
Skills: Fighting d8, Intimidation d6, Investigation d4, Notice d6, Riding d6, Stealth d4, Survival d6, Swimming d6, Tracking d6
Charisma: -2; Pace: 6; Parry: 5; Toughness: 8/7 (2/1)

Hindrances: Bloodthirsty, Hard of Hearing (Minor), Outsider
Edges: Brawny, First Strike, No Mercy, Sweep

Gear: Maul (Str+d8, AP 2 vs. rigid armor, Parry –1, 2 hands), Reinforced chain (+3 (+2), Covers torso, arms, and legs; 1 point of Armor is bypassed if hit with a raise)

"I never need a door. I can give them up whenever I like."

Saturday, 26 October 2013

Town Guard with Sword and Shield

Novice Human Ally
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Driving d4, Fighting d6, Gambling d4, Intimidation d4, Investigation d4, Notice d6, Shooting d6, Stealth d4, Streetwise d6
Charisma: 0; Pace: 6; Parry: 6; Toughness: 7/6 (2/1)

Hindrances: Loyal, Vow (Minor)
Edges: Command

Gear: Sword (Str+d6), Medium Shield (+1 Parry, +2 Armor to ranged shots that hit), Reinforced leather (+2 (+1), Covers torso, arms, and legs; 1 point of Armor is bypassed if hit with a raise)

"Let's be having you."

Town Guard with Crossbow

Human Ally
Attributes: Agility d8, Smarts d4, Spirit d6, Strength d6, Vigor d6
Skills: Driving d4, Fighting d6, Gambling d4, Intimidation d4, Investigation d4, Notice d6, Shooting d8, Stealth d4, Streetwise d6
Charisma: 0; Pace: 6; Parry: 6; Toughness: 7/6 (2/1)

Hindrances: Loyal, Vow (Minor)
Edges: Extraction

Gear: Crossbow (Range 15/30/60, 2d6, AP 2, 1 action to reload), Sword (Str+d6), Reinforced leather (+2 (+1), Covers torso, arms, and legs; 1 point of Armor is bypassed if hit with a raise)

"Put down the wand, and step away from the wagon."

Town Guard with Spear and Shield

Human Ally
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d6, Vigor d6
Skills: Driving d4, Fighting d6, Gambling d4, Intimidation d4, Investigation d4, Notice d6, Shooting d6, Stealth d4, Streetwise d6
Charisma: 0; Pace: 6; Parry: 6; Toughness: 8/7 (2/1)

Hindrances: Loyal, Vow (Minor)
Edges: Brawny

Gear:  Spear (Range 3/6/12, Str+d6), Medium Shield (+1 Parry, +2 Armor to ranged shots that hit), Reinforced leather (+2 (+1), Covers torso, arms, and legs; 1 point of Armor is bypassed if hit with a raise)

"Ello, Ello, What's going on here?"

Town Guard with Bow

Novice Human
Attributes: Agility d8, Smarts d4, Spirit d6, Strength d6, Vigor d6
Skills: Driving d4, Fighting d6, Gambling d4, Intimidation d4, Investigation d4, Notice d6, Shooting d8, Stealth d4, Streetwise d6
Charisma: 0; Pace: 6; Parry: 5; Toughness: 7/6 (2/1)

Hindrances: Loyal, Vow (Minor)
Edges: Marksman

Gear: Bow (Range 12/24/48, 2d6), Sword (Str+d6), Reinforced leather (+2 (+1), Covers torso, arms, and legs; 1 point of Armor is bypassed if hit with a raise)

"Stop or I'll Shoot"

Friday, 25 October 2013

Basilisk

Attributes: Agility d6, Smarts d6 (A), Spirit d8, Strength d8, Vigor d10
Skills: Fighting d8, Notice d10, Stealth d10
Charisma: -; Pace: 4; Parry: 6; Toughness: 9 (2)
 

Edges: Strong Willed

Special Abilities
Armour +2: Scales.
Bite: Str+d4.
Low Light Vision: No penalties for dim or dark lighting.
Gaze Attack: All creatures other than mustelids (Weasels, Ferrets, otters and the like) within 12" must make a Spirit roll to avoid petrification.

Petrification:  Make a Vigor Check. On Two or more raises, no effect, On a Raise lose 1 Fatigue, On a Success contract radiation sickness (see SWDEE p89), On a Failure Turn into Stone.


"Click, Click, Clickclickclickclick."

Thursday, 24 October 2013

Ursula

Seasoned Dwarf Panzerbjornritter
Wild Card
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d8, Vigor d6
Skills: Fighting d8, Gambling d4, Notice d6, Repair d4, Riding d6, Shooting d6, Survival d4, Taunt d6
Charisma: 2; Pace: 5; Parry: 6, 7 with Shield; Toughness: 8 (3)

Hindrances: Hard of Hearing (Minor), Loyal, Vengeful (Major)
Edges: Beast Bond, Beast Master (Bear), Noble, Rich, Sunder, Sweep

Gear: Great Sword (Str+d10, Parry –1, 2 hands), Long Sword (Str+d8, Includes scimitars), Medium Shield (+1 Parry, +2 Armor to ranged shots that hit), Mini-crossbow (Range 6/12/24, 2d4, AP 1), Plate Armour (+3)

"How desperate am I? You threaten my world with war. You steal a force you can't hope to control. You talk about peace and you kill 'cause it's fun. You have made me very desperate. You might not be glad that you did."

Sunder is described on p4-5 of Wizards and Warriors.

Wednesday, 23 October 2013

Hell Lion

Attributes: Agility d12+2, Smarts d6, Spirit d8, Strength d12+2, Vigor d12
Skills: Fighting d8, Climbing d12+1, Notice d12+1, Stealth d12+1, Survival d12, Tracking d12+1, Swimming d12+1
Charisma: -; Pace: 7; Parry: 6; Toughness: 13 (2)


Edges: Combat Reflexes, Improved Dodge, Quick


Special Abilities
Armour +2: Burning Scales.
Bite: Str+d6.
Claws: Str+d6; Grab.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately.
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.
Pounce: +4 attack/damage and -2 Parry when first moving adjacent to foe.
Evil: Affected by powers and abilities that work on evil creatures.
Resistance: -2 damage from fire.
Size +3: Increases Toughness by +3.


"Kgggrrrrrww!"