Tuesday, 26 November 2013

Dwarf Hammer Master

Seasoned Dwarf Leader
Wild Card
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d8 
Skills: Alchemy d6, Fighting d8, Notice d4, Persuasion d6, Repair d6, Taunt d6, Throwing d6 
Charisma: 0; Pace: 5; Parry: 6; Toughness: 9 (3)  

Hindrances: Minor Enemy (Goblin Temperance League), Overconfident, Stubborn 
Edges: Command, Inspire, Liquid Courage, Natural Leader, Sunder 

Special Abilities:
• Low Light Vision: Dwarven eyes are accustomed to the dark of the underearth. They ignore attack penalties for Dim and Dark lighting.
• Slow: Dwarves have a Pace of 5”.
• Tough: Dwarves are stout and tough. They start with a d6 Vigor instead of a d4.


Gear: Knife/Dagger (Range 3/6/12, Str+d4), Plate Corselet (+3), Warhammer (Str+d6, AP 1 vs. rigid armor)

"Everything is a nail. Even Beer."

Monday, 25 November 2013

Bagpipe Gnome

Novice Gnome Troubadour
Wild Card
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6  
Skills: Fighting d6, Gambling d6, Notice d6, Perform d8, Streetwise d6, Swimming d6, Taunt d6
Charisma: 0; Pace: 6; Parry: 5; Toughness: 5 (1)

Hindrances: Bad Eyes (Major), Big Mouth, Poverty
Edges: Arcane Background (Miracles), Troubadour
Powers: (10 Power Points) Confusion, Deflection

Gear: Dagger (Str+d4, ), Leather (+1, Covers torso, arms, legs), Bagpipes

"Thair be nubbut like the sweet song of the pipes."

Sunday, 24 November 2013

Mab Grindylow

Wild Card
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d8, Notice d6, Stealth d8, Swimming d10, Throwing d6
Charisma: -; Pace: 4; Parry: 7; Toughness: 7 (1)
 

Gear: Trident (Str+d6; Reach 1"; Parry +1) & (Throwing; range 3/6/12; Str+d6)

Special Abilities
Armour +1: Rubbery.
Bite: Str+d4.
Sonar: No vision penalties for darkness underwater.
Amphibious: Swimming Pace of 10", and cannot drown, but can also breathe air and survive indefinitely on land.

Water's Kiss: Can provide Environmental Protection against pressure and enabling water breathing with a kiss. This lasts 24 hours.

"Kiss, Kiss."

Mushroom Man Worker

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d4, Notice d8, Stealth d10, Throwing d4
Charisma: -; Pace: 6; Parry: 4; Toughness: 5

Edges: Extraction
 

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.


"Flobalob"

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.