Heroic Dwarf Ranger
Wild Card
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d8, Vigor d10
Skills: Climbing d6, Fighting d8, Healing d6, Intimidation d6, Notice d6, Shooting d8, Stealth d8, Survival d8, Tracking d8
Charisma: -2; Pace: 5; Parry: 6; Toughness: 9/8 (2/1)
Hindrances: Outsider, Quirk (Drinks Tea rather than Beer), Major Vow (Vengeance on all Giants)
Edges: Alertness, Beast Master, Marksman, Nerves of Steel, Woodsman
Gear: Battle Axe (Str+d8, ), Crossbow (Range 15/30/60, 2d6, AP 2, 1 action to reload), Trained badger, Reinforced leather (+2 (+1), Covers torso, arms, and legs; 1 point of Armor is bypassed if hit with a raise)
"Ken ye despair?"
Sunday, 17 November 2013
Alahazra
Mystic Oracle
Wild Card
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d6, Vigor d6
Skills: Climbing d6, Faith d6, Healing d6, Investigation d4, Knowledge (Arcana) d6, Persuasion d8, Repair d6, Shooting d4
Charisma: 2; Pace: 6; Parry: 3; Toughness: 7/6 (2/1)
Hindrances: Anemic, Bad Eyes (Minor), Code of Honor
Edges: Arcane Background (Miracles), Charismatic, Dodge, New Power
Powers: (10 Power Points) Bless/Curse, Burst, Darksight
Gear: Enchanted Robes (+2 (+1), Covers torso, arms, and legs; 1 point of Armor is bypassed if hit with a raise),Knife (Range 3/6/12, Str+d4), Sling (Range 4/8/16, Str+d4), Staff (Str+d4, Parry +1, Reach 1, 2 hands), backpack, fortune-telling bones, healer’s kit, rations (6), silver holy symbol
"Only those who refuse to see truth are truly blind."
Wild Card
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d6, Vigor d6
Skills: Climbing d6, Faith d6, Healing d6, Investigation d4, Knowledge (Arcana) d6, Persuasion d8, Repair d6, Shooting d4
Charisma: 2; Pace: 6; Parry: 3; Toughness: 7/6 (2/1)
Hindrances: Anemic, Bad Eyes (Minor), Code of Honor
Edges: Arcane Background (Miracles), Charismatic, Dodge, New Power
Powers: (10 Power Points) Bless/Curse, Burst, Darksight
Gear: Enchanted Robes (+2 (+1), Covers torso, arms, and legs; 1 point of Armor is bypassed if hit with a raise),Knife (Range 3/6/12, Str+d4), Sling (Range 4/8/16, Str+d4), Staff (Str+d4, Parry +1, Reach 1, 2 hands), backpack, fortune-telling bones, healer’s kit, rations (6), silver holy symbol
"Only those who refuse to see truth are truly blind."
Saturday, 16 November 2013
Spikeshell Beater
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d6, Intimidation d4, Swimming d10, Throwing d4
Charisma: -; Pace: 5; Parry: 5; Toughness: 9 (3)
Hindrances: Bad Eyes (When out of water.)
Edges: Sweep
Special Abilities
• Armour +3: Scales and Shell.
• Amphibious: Swimming Pace of 8", and cannot drown, but can also breathe air and survive indefinitely on land.
• Claws:Str+d6; Grab
• Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Gear: Great Club (Str+d8; AP 1)
"Gamera commands it!"
Skills: Fighting d6, Intimidation d4, Swimming d10, Throwing d4
Charisma: -; Pace: 5; Parry: 5; Toughness: 9 (3)
Hindrances: Bad Eyes (When out of water.)
Edges: Sweep
Special Abilities
• Armour +3: Scales and Shell.
• Amphibious: Swimming Pace of 8", and cannot drown, but can also breathe air and survive indefinitely on land.
• Claws:Str+d6; Grab
• Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Gear: Great Club (Str+d8; AP 1)
"Gamera commands it!"
Spear Frog
Attributes: Agility d8, Smarts d6, Spirit d4, Strength d8, Vigor d8
Skills: Fighting d8, Notice d4, Stealth d10, Streetwise d4, Swimming d10
Charisma: -; Pace: 6; Parry: 7; Toughness: 7 (1)
Edges: First Strike
Gear: Spear (Str+d6; Reach 1") and Shield(+1 Parry)
Special Abilities
• Armour +1: Natural armour.
• Darkvision: No vision penalties for darkness.
• Amphibious: Swimming Pace of 10", and cannot drown, but can also breathe air and survive indefinitely on land.
"Brawp."
Skills: Fighting d8, Notice d4, Stealth d10, Streetwise d4, Swimming d10
Charisma: -; Pace: 6; Parry: 7; Toughness: 7 (1)
Edges: First Strike
Gear: Spear (Str+d6; Reach 1") and Shield(+1 Parry)
Special Abilities
• Armour +1: Natural armour.
• Darkvision: No vision penalties for darkness.
• Amphibious: Swimming Pace of 10", and cannot drown, but can also breathe air and survive indefinitely on land.
"Brawp."
Friday, 15 November 2013
Leopard
Skills: Fighting d8, Climbing d10, Notice d6, Stealth d10, Tracking d6
Charisma: -; Pace: 6; Parry: 6; Toughness: 7
Edges: Acrobatic
Special Abilities
• Bite: Str+d4; Grab.
• Claws: Str+d4.
• Low Light Vision: No penalties for dim or dark lighting.
• 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.
• 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.
"Hunckyah, Hunckyah, Hunckyah"
Trident Frog
Attributes: Agility d8, Smarts d6, Spirit d4, Strength d8, Vigor d8
Skills: Fighting d8, Notice d6, Stealth d10, Tracking d8, Swimming d10
Charisma: -; Pace: 6; Parry: 7; Toughness: 7 (1)
Edges: Extraction
Gear: Trident (Str+d6; Reach 1"; Parry +1)
Special Abilities
• Armour +1: Natural armour.
• Darkvision: No vision penalties for darkness.
• Amphibious: Swimming Pace of 10", and cannot drown, but can also breathe air and survive indefinitely on land.
"Buurp."
Skills: Fighting d8, Notice d6, Stealth d10, Tracking d8, Swimming d10
Charisma: -; Pace: 6; Parry: 7; Toughness: 7 (1)
Edges: Extraction
Gear: Trident (Str+d6; Reach 1"; Parry +1)
Special Abilities
• Armour +1: Natural armour.
• Darkvision: No vision penalties for darkness.
• Amphibious: Swimming Pace of 10", and cannot drown, but can also breathe air and survive indefinitely on land.
"Buurp."
Thursday, 14 November 2013
Rotting Corpse
Attributes: Agility d4, Smarts d4, Spirit d8, Strength d8, Vigor d8
Skills: Fighting d8, Climbing d6, Notice d4, Intimidate d8
Pace: 6; Parry: 6; Toughness: 10 (1)
Edges: Frenzy, Level Headed
Special Abilities
• Claws: Str+d4; Blood Poisoning.
• Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
• Blood Poisoning: If shaken or wounded, make a Vigor roll or suffer a Short Term Debilitating Disease.
• Very Tough: +1 Toughness.
"Bwainsh, Bwainsh!"
Skills: Fighting d8, Climbing d6, Notice d4, Intimidate d8
Pace: 6; Parry: 6; Toughness: 10 (1)
Edges: Frenzy, Level Headed
Special Abilities
• Claws: Str+d4; Blood Poisoning.
• Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
• Blood Poisoning: If shaken or wounded, make a Vigor roll or suffer a Short Term Debilitating Disease.
• Very Tough: +1 Toughness.
"Bwainsh, Bwainsh!"
Spikeshell Warrior
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d6, Intimidation d4, Swimming d10, Throwing d4
Charisma: -; Pace: 5; Parry: 6; Toughness: 9 (3)
Hindrances: Bad Eyes (When out of water.)
Special Abilities
• Armour +3: Scales and Shell.
• Amphibious: Swimming Pace of 8", and cannot drown, but can also breathe air and survive indefinitely on land.
• Claws: Str+d6; Grab
• Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Gear: Club (Str+d6), Shield (+1 Parry)
"For Gojira!"
Skills: Fighting d6, Intimidation d4, Swimming d10, Throwing d4
Charisma: -; Pace: 5; Parry: 6; Toughness: 9 (3)
Hindrances: Bad Eyes (When out of water.)
Special Abilities
• Armour +3: Scales and Shell.
• Amphibious: Swimming Pace of 8", and cannot drown, but can also breathe air and survive indefinitely on land.
• Claws: Str+d6; Grab
• Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Gear: Club (Str+d6), Shield (+1 Parry)
"For Gojira!"
Wednesday, 13 November 2013
Lightning Dragon Hatchling
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d12, Vigor d10
Skills: Fighting d8, Intimidation d10, Notice d10, Stealth d8, Survival d10
Charisma: -; Pace: 7; Parry: 6; Toughness: 9 (2)
Edges: Ambidextrous, Level Headed
Special Abilities
• Armour +2: Scaly hide.
• Bite: Str+d6.
• Claws: Str+d6.
• Flight: Flying Pace of 18" and Climb 0.
• Burrow: Can burrow and reappear within 5".
• Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d6 lightning damage.
• Immunities: Electricity, sleep and paralysis.
• Blends with the Sky: +2 to stealth while flying at altitude.
"Amber? Mommy brings me Amber."
Skills: Fighting d8, Intimidation d10, Notice d10, Stealth d8, Survival d10
Charisma: -; Pace: 7; Parry: 6; Toughness: 9 (2)
Edges: Ambidextrous, Level Headed
Special Abilities
• Armour +2: Scaly hide.
• Bite: Str+d6.
• Claws: Str+d6.
• Flight: Flying Pace of 18" and Climb 0.
• Burrow: Can burrow and reappear within 5".
• Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d6 lightning damage.
• Immunities: Electricity, sleep and paralysis.
• Blends with the Sky: +2 to stealth while flying at altitude.
"Amber? Mommy brings me Amber."
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