Thursday, 28 November 2013

Gauntfield

Homicidal Agricultural Necrogolem.
Wild Card
Attributes: Agility d10, Smarts d6, Spirit d6, Strength d10, Vigor d12
Skills: Fighting d10, Notice d6, Tracking d6
Charisma: -; Pace: 6; Parry: 7; Toughness: 9


Edges: Brawny, Harder to Kill, Sweep
 

Special Abilities
• Bite: Str+d6.

• Soulsight: No vision penalties for lighting. 
• Fearless: Immune to fear and Intimidation.
• Construct: +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.


Gear: Scythe (Str+d8, Reach 1, 2 hands)

"All flesh is grass. Therefore all flesh must be harvested"

Woody

Seasoned Halfling Ranger
Wild Card

Attributes: Agility d8, Smarts d8, Spirit d6, Strength d6, Vigor d6 
Skills: Climbing d6, Fighting d6, Intimidation d4, Notice d6, Shooting d8, Stealth d8, Survival d8, Tracking d8 
Charisma: 0; Pace: 6; Parry: 5; Toughness: 6/5 (2/1)

Hindrances: Bloodthirsty, Illiterate, Vengeful (Minor) 
Edges: Assassin, Marksman, Woodsman 

Gear: Elven bow (Range 15/30/60, 2d6), Reinforced leather (+2 (+1),  1 point of Armor is bypassed if hit with a raise), Short Sword (Str+d6,)

Special Abilities:
• Fortunate: Half-folk draw one additional Benny per game session. This may be combined with the Luck and Great Luck Edges.
• Short: Half-folk average only about 4’ tall. This gives them a Size of –1 and subtracts 1 from their Toughness.
• Spirited: Half-folk are generally optimistic beings. They start with a d6 Spirit instead of a d4.


"Don't call me small, you oversized lummox."

Wednesday, 27 November 2013

Mudcroak

Frogman Shaman
Wild Card
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d8, Notice d6, Stealth d10, Faith d8, Swimming d10
Charisma: -; Pace: 6; Parry: 7; Toughness: 7 (1)


Edges: Arcane Background(Miracles)

Powers: (10 Power Points) Bless/Curse, Greater Healing, Fly, Legerdemain


Gear: Spear (Str+d6; Reach 1"; Parry +1)
 

Special Abilities
• Armour +1: Blubbery.
• Darkvision: No vision penalties for darkness.
• Amphibious: Swimming Pace of 10", and cannot drown, but can also breathe air and survive indefinitely on land.


"We don't hold with that eye of newt stuff round here, if you get my meaning."

Necromantic Pylon


Toughness: 12

Special Abilities
• Powered by Death:
If a sentient living creature dies within 12", the nearest character with the Master Necromancer edge gains a power point. In games without power points he instead gains a +1 to the next Necromancy roll he makes if it happens before the next full moon.

Tuesday, 26 November 2013

Silver Dragon

Wild Card
Attributes: Agility d8, Smarts d12, Spirit d12, Strength d12+2, Vigor d12
Skills: Fighting d10, Intimidation d12+1, Healing d10, Notice d12+1, Persuasion d10,  Perform d10
Charisma: +4; Pace: 7; Parry: 7; Toughness: 15 (3)
 

Edges: Arcane Background (Miracles), Level Headed, Improved Sweep,  Troubadour
Powers: (10 Power Points) Detect Arcana (sense magic), Flight (feather fall), Speak Languages

Special Abilities
• Armour +3: Scaly hide.
• Bite or Claws: Str+d6.
• Flight: Flying Pace of 18" and Climb 0.
• Change Form: Can assume an alternate form as a normal action. It only has one alternative form which will be some form of human or humanoid and which reflects the dragons' condition [Lost limbs arelost in both forms etc.]
• Breath Weapon: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d8 cold damage.
• Immunities: Acid, cold, sleep and paralysis.
• Size +4: Increases Toughness by +4.


"If you hold a righteous ambition, then eat yourself full and fight.
But if it's a flawed desire, it will end up building on ruin, so it's not too late to stop.

In a competition where nobody cares, just what can you learn from it? It's a race without a winner.
In the process of evolving, the humans, now devolving instead, are adrift in the streets, no longer able to sketch even a faint ideal, and still making absolutely no progress in finding an answer.

Yes, the righteous fight begins within you. What will you do? Where is your limit?
Before you completely break down, try to recall the mask you don.

Who is right, and who is wrong?"

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."