Saturday, 23 November 2013

Mushroom Man Leader

Wild Card
Attributes: Agility d8, Smarts d8, Spirit d10, Strength d10, Vigor d12
Skills: Fighting d8, Intimidation d8, Notice d10, Persuasion d6, Stealth d12+1, Survival d6, Throwing d6
Charisma: +1; Pace: 6; Parry: 6; Toughness: 8


Gear: (Throwing; range 3/6/12; Str+d6)
Edges: Frenzy, Sweep
 

Special Abilities
• Claws: Str+d4.
• Low Light Vision: No penalties for dim or dark lighting.
• Spores: Cone Template; victims must make a Vigor roll against Venemous Poison. Victims killed by this poison spawn a Mushroom man in 1d6 hours.
• Plant: +2 to recover from Shaken, ignore wound modifiers, poison, and extra damage from called shots.
• Very Tough: +1 Toughness.

• Size -1: Reduces Toughness by -1.
 
"Flobalobalob."

Ithsyn

Bizarre Hybrid Animal Monstrosity
Attributes: Agility d8, Smarts d8(A), Spirit d10, Strength d10, Vigor d10
Skills: Fighting d8, Climbing d4, Notice d6, Stealth d8, Survival d12
Charisma: -; Pace: 6; Parry: 6; Toughness: 9

Edges: Dodge, Improved Dodge
 
Special Abilities:
• Face tentacles or kick: Str +d6
• Pounce: +4 attack/damage and -2 Parry when first moving adjacent to foe.
• Short bursts of speed: Running Die d12.
• Emits Hallucinogen: When shaken or wounded emits a cloud of hallucinogen Gas causing all within a Large Burst Template centred on the Ithsyn to make a Smarts roll at -2 or be shaken.
• Size +2: Giant Ostrich Sized; Toughness +2.

"Slurp."

Friday, 22 November 2013

Mushroom Man

Attributes: Agility d8, Smarts d6, Spirit d8, Strength d8, Vigor d8
Skills: Fighting d6, Notice d10, Stealth d12+1, Throwing d4
Charisma: -; Pace: 6; Parry: 5; Toughness: 7 (1)


Edges: First Strike


Special Abilities
• Claws: Str+d4.
• Low Light Vision: No penalties for dim or dark lighting.
• Plant: +2 to recover from Shaken, ignore wound modifiers, poison, and extra damage from called shots.
• Spores: Cone Template; victims must make a Vigor roll against Venemous Poison. Victims killed by this poison spawn a Mushroom man in 1d6 hours.
• Very Tough: +1 Toughness.
• Size -1: Reduces Toughness by -1.


"Flob Flob"

Mantis Demon

Attributes: Agility d8, Smarts d4 (M), Spirit d8, Strength d10, Vigor d10
Skills: Climbing d10, Fighting d10, Gambling d8, Notice d6, Stealth d4
Charisma: -; Pace: 6; Parry: 7; Toughness: 12 (3)


Edges: Ambidextrous, Two Fisted, Unholy Warrior


Special Abilities:
• Armour +3: Chitin.
• 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.

• Flight: Flying Pace of 7" and Climb -1.
• Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 6".
• Size +2: Seven feet tall; Toughness +2.

• Soul sight: No vision penalties for darkness.
• Extraplanar: Not native to the material plane, and can be targeted by Banish.
• Evil: Affected by powers and abilities that work on evil creatures.

"Care to chase the lady? 5 to 4 on the blond."

Thursday, 21 November 2013

Shadow Hound

Attributes: Agility d10, Smarts d4, Spirit d8, Strength d12+1, Vigor d12
Skills: Fighting d8, Notice d10, Stealth d10, Survival d10
Charisma: -; Pace: 8; Parry: 6; Toughness: 10 (2)


Edges: Level Headed, Strong Willed
 

Special Abilities
• Armour +2: Partially intangible.
• Bite: Str+d6; Go for the Throat.
• Shadowvision: No vision penalties for darkness.
• Extraplanar: Not native to the material plane, and can be targeted by Banish.

• Shadow stalk: Can move from shadow to another shadow within 12" without passing through the intervening space. This replaces its normal movement and provides the Hoound with Improved Extraction, when it does this.
• Go for the Throat: Target least armoured location on a raise.
• Evil: Affected by powers and abilities that work on evil creatures.


"They live in the liminal zone opposite to Byston Well."

Jersey Barrier

Toughness: 24 (10)

Special Ability:
• Hard Cover: Provides Heavy cover for a Size 0 character crouching behind it.

Wednesday, 20 November 2013

Dragon's Teeth

Toughness: 20(10)

Special Ability:
• In the Way: Tall enough to force a driving roll at -2 form tracked vehicles attempting to pass over them.
• Hard Cover: Provides Medium cover for a Size 0 character crouching behind it.

Sea Hag

Attributes: Agility d10, Smarts d8, Spirit d8, Strength d12+1, Vigor d12
Skills: Fighting d6, Notice d10, Stealth d10, Swimming d12+1
Charisma: -; Pace: 6; Parry: 5; Toughness: 9 (1)
 

Edges: Arcane Background (Magic), Strong Willed,
Two Fisted 
Powers: (10 Power Points) Disguise (illusion), Curse, Invisibility

Special Abilities
• Armour +1: Rubbery.
• Claws: Str+d4.
• Amphibious: Swimming Pace of 13", and cannot drown, but can also breathe air and survive indefinitely on land.


"Hello, my dear."

Tuesday, 19 November 2013

Imrijika

Seasoned Half-Orc Inquisitor
Wild Card
Attributes: Agility d8, Smarts d6, Spirit d10, Strength d10, Vigor d6 
Skills: Climbing d8, Faith d6, Fighting d8, Intimidation d6, Investigation d6, Notice d6, Shooting d4, Survival d6 
Charisma: -2; Pace: 6; Parry: 7; Toughness: 7 (2) 

Hindrances: Heroic, Loyal, Outsider, Vow (Minor) 
Edges: Arcane Background (Miracles), HolyWarrior 
Powers: Smite, succor 

Special Abilities: 
• Infravision: Halves penalties for poor light vs. warm targets.

Gear: Bow (Range 12/24/48, 2d6), Scalemail (+2), Spiked Gauntlet (Str+d4), Flail (Str+d6, Ignores Shield Parry and Cover bonus), Small Shield (buckler) (+1 Parry), backpack, manacles, rations (4), holy symbol

"Would you like me to repeat the question?"

Lini

Gnome Druid
Wild Card
Attributes: Agility d6, Smarts d8, Spirit d10, Strength d4, Vigor d8 
Skills: Fighting d6, Healing d8, Notice d8, Repair d4, Spellcasting d6, Survival d8, Taunt d4, Throwing d4, Tracking d8 
Charisma: 0; Pace: 6; Parry: 5; Toughness: 7 (2) 

Hindrances: Code of Honor, Loyal, Pacifist (Minor) 
Edges: Arcane Background (Magic), Beast Master 
Powers: Beast Friend, Blast (Ice Storm), Wallwalker 

Gear: Enchanted Leathers(+2), Sickle(Str+d4), Sling (Range 4/8/16, Str+d4), belt pouch, mistletoe, collection of sticks from every forrest she's visited, trail rations (2)

"Down boy. Sit. Ssiit. You just have to know how to talk to them."