Wild Card
Attributes: Agility d8, Smarts d6, Spirit d10, Strength d12+2, Vigor d12+2
Skills: Faith d12+2, Fighting d12+2, Healing d12+2, Intimidation d10, Knowledge(Battle) d10, Stealth d8, Tracking d12
Pace: 8; Parry: 10; Toughness: 13 (2)
Hindrances: Minor Habit (Alcohol)
Edges: Arcane Background(Miracles), Berserk, Combat Reflexes, Champion, Command, Giant Killer, Fervor, Frenzy, Inspire, Liquid Courage, Master (Faith, Fighting), Sweep
Powers: (20 Power Points) Bless/Curse(Strength, Spirit, Fighting, Healing), Fear, Jet(Solar Ray), Smite, Warriors Gift
Gear: Enchanted Pectoral (+2), Sacred Poleax (Str+d12, Reach 1, Heavy Weapon, see below)
Special Abilities:
• Teeth and Claws: Str+d6, double damage if initiative is a joker.
• Unrestrained Violence: +4
to Strength Tricks.
• Divine Flesh: Avatars make a free Soak roll each time they suffer damage.
• Fearless: Immune to Fear and Intimidation.
• Resiliant: A second Shaken result from a physical source does not cause a wound.
• Arcane Resistance: +2 Armor versus magic, and +2 to rolls made to resist magical effects.
• Invulnerability: Avatars
are immune to poison, disease, and Fatigue loss from environmental
affects. They count as having Heavy Armor against nonmagical attacks.
• Size +2: Avatar's loom over mere humans.
"While I stand, Order will prevail."
Saturday, 8 February 2014
Friday, 24 January 2014
Avatar of Sokar
Wild Card
Attributes: Agility d8, Smarts d8, Spirit d10, Strength d8, Vigor d10
Skills: Faith d12+2, Fighting d12+2, Intimidation d10, Knowledge(Who has Died) d12+2, Tracking d8
Pace: 6; Parry: 10; Toughness: 10 (2)
Hindrances: Enemy(All Undead)
Edges: Arcane Background(Miracles), Block, Champion, Command, Hold the Line, Holy Warrior, Fervor, Master (Faith, Fighting)
Powers: (20 Power Points) Bless/Curse(Fighting, Shooting), Healing, Warriors Gift
Gear: Enchanted Pectoral (+2), Blessed mace
(Str+d10, Heavy Weapon, see below)
Special Abilities:
• Falcon Beak: Str+d4, ignores undead invulnerabilities and immunities.
• Blessed Mace: Undead and Supernaturally evil creatures suffer double damage. The bonus from the Champion Edge is added after the base damage is doubled.
• Holy Scorn: After the Avatar of Sokar has finished movement, all adjacent undead suffer 2d6 damage.
• Fighting for Life: Non-evil Extras and Wild Cards within the Avatars Command range gain the benefits of its leadership edges if they are fighting an undead creature.
• Divine Flesh: Avatars make a free Soak roll each time they suffer damage.
• Fearless: Immune to Fear and Intimidation.
• Resilient: A second Shaken result from a physical source does not cause a wound.
• Arcane Resistance: +2 Armor versus magic, and +2 to rolls made to resist magical effects.
• Invulnerability: Avatars are immune to poison, disease, and Fatigue loss from environmental affects. They count as having Heavy Armor against nonmagical attacks.
• Size +1: Avatars of Sokar stand 8’ tall.
"My door opens to all. Some try to refuse for a while."
Attributes: Agility d8, Smarts d8, Spirit d10, Strength d8, Vigor d10
Skills: Faith d12+2, Fighting d12+2, Intimidation d10, Knowledge(Who has Died) d12+2, Tracking d8
Pace: 6; Parry: 10; Toughness: 10 (2)
Hindrances: Enemy(All Undead)
Edges: Arcane Background(Miracles), Block, Champion, Command, Hold the Line, Holy Warrior, Fervor, Master (Faith, Fighting)
Powers: (20 Power Points) Bless/Curse(Fighting, Shooting), Healing, Warriors Gift
Gear: Enchanted Pectoral (+2), Blessed mace
(Str+d10, Heavy Weapon, see below)
Special Abilities:
• Falcon Beak: Str+d4, ignores undead invulnerabilities and immunities.
• Blessed Mace: Undead and Supernaturally evil creatures suffer double damage. The bonus from the Champion Edge is added after the base damage is doubled.
• Holy Scorn: After the Avatar of Sokar has finished movement, all adjacent undead suffer 2d6 damage.
• Fighting for Life: Non-evil Extras and Wild Cards within the Avatars Command range gain the benefits of its leadership edges if they are fighting an undead creature.
• Divine Flesh: Avatars make a free Soak roll each time they suffer damage.
• Fearless: Immune to Fear and Intimidation.
• Resilient: A second Shaken result from a physical source does not cause a wound.
• Arcane Resistance: +2 Armor versus magic, and +2 to rolls made to resist magical effects.
• Invulnerability: Avatars are immune to poison, disease, and Fatigue loss from environmental affects. They count as having Heavy Armor against nonmagical attacks.
• Size +1: Avatars of Sokar stand 8’ tall.
"My door opens to all. Some try to refuse for a while."
Thursday, 23 January 2014
Avatar of Thoth
Attributes: Agility d8, Smarts d12+2, Spirit d10, Strength
d6, Vigor d8
Skills: Faith d12+2, Fighting d8, Investigation d12,
Knowledge (all) d12+2, Notice d6, Streetwise d12
Pace: 6; Parry: 7; Toughness: 6
Hindrances: Curious
Edges: Ambidexterous, Arcane Background (Miracles), Improved Extraction, Jack of all Trades, Master (Faith and all Knowledge skills), Scholar (all Knowledge skills), Two-Fisted
Powers: (20 Power Points) Boost/Lower Trait (Smarts, Investigation, Knowledge, Repair, Streetwise), Detect/Conceal Arcana, Deflection, Dispel, Mind Reading, Warrior's Gift.
Gear: Blades of Creation (Str+d6, +1 Parry, AP6, Heavy Weapon, requires Spirit d10), Periapts of Protection and Scrolls of Lore (+4 Armor versus magic, and +4 to rolls made to resist magical effects.)
Special Abilities:
• Ibis beak: Str+d6, ignores undead invulnerabilities and immunities.
• Wise Recorder of Fate: +4 to Smarts Tricks. Avatars of Thoth know almost everything that is happening in the material realm. However, They do not reveal this knowledge easily or to those whose intellect and industry they do not respect.
• Watcher of Secrets: For the next hour, Avatar's of Thoth can use any power used in their presence.
• Divine Flesh: Avatars make a free Soak roll each time they suffer damage.
• Fearless: Immune to Fear and Intimidation.
• Resilient: A second Shaken result from a physical source does not cause a wound.
• Invulnerability: Avatars are immune to poison, disease, and Fatigue loss from environmental affects. They count as having Heavy Armor against nonmagical attacks.
"Knowledge is power, guard it well."
Wednesday, 22 January 2014
Morbid Puppet
Attributes: Agility d6, Smarts d6, Spirit d10, Strength d8,
Vigor d8
Skills: Fighting d8, Guts d10, Intimidation d10, Notice
d6, Stealth d8
Pace: 6; Parry: 7; Toughness: 8
Gear: Sword (Str+d6), Shield (+1 Parry)
Special Abilities:
• Bony Claws: Str+d4.
• Fear: Anyone who sees a Morbid Puppet must make a Fear
check.
• Death is Sleep: Any creature touched by a Morbid Puppet must make a Vigor roll. On a failure, they suffer a point of fatigue.
• Undead: +2 Toughness. +2 to recover from being Shaken. No additional damage from Called Shots. Immune to disease and poison.
• Weakness (Sunlight): A Morbid Puppet is weakened by sunlight. Each round in sunlight it must make a Vigor roll or become Exhausted.
Some Master Necromancers know a Heroic level version of Zombie that creates Morbid Puppets.
Vigor d8
Skills: Fighting d8, Guts d10, Intimidation d10, Notice
d6, Stealth d8
Pace: 6; Parry: 7; Toughness: 8
Gear: Sword (Str+d6), Shield (+1 Parry)
Special Abilities:
• Bony Claws: Str+d4.
• Fear: Anyone who sees a Morbid Puppet must make a Fear
check.
• Death is Sleep: Any creature touched by a Morbid Puppet must make a Vigor roll. On a failure, they suffer a point of fatigue.
• Undead: +2 Toughness. +2 to recover from being Shaken. No additional damage from Called Shots. Immune to disease and poison.
• Weakness (Sunlight): A Morbid Puppet is weakened by sunlight. Each round in sunlight it must make a Vigor roll or become Exhausted.
Some Master Necromancers know a Heroic level version of Zombie that creates Morbid Puppets.
Tuesday, 21 January 2014
Shadow Tentacles
Shadow Tentacles
Rank: Novice
Power Points: 3
Range: Smarts x2
Duration: 3 (1/round)
Shadow Tentacles summons shadowy tentacles that attack all creatures passing through or remaining in an area.
The caster places a Medium Burst Template on a success or a Large Burst Template on a Raise.
Any creature, including the caster or his allies, entering or that begins its turn in the Template is attacked by the tentacles.
Tentacles attack with a Fighting of d6 and do 2d8 damage. On a raise the creature is pinned and must make a successful Strength test to break free and act.
The Tentacles provide 1 point of Gang Up Bonus for any attack against creatures on the template.
The tentacles can be considered to have Notice d6 and Detect Arcana d6 if needed to detect concealed or invisible creatures.
Rank: Novice
Power Points: 3
Range: Smarts x2
Duration: 3 (1/round)
Shadow Tentacles summons shadowy tentacles that attack all creatures passing through or remaining in an area.
The caster places a Medium Burst Template on a success or a Large Burst Template on a Raise.
Any creature, including the caster or his allies, entering or that begins its turn in the Template is attacked by the tentacles.
Tentacles attack with a Fighting of d6 and do 2d8 damage. On a raise the creature is pinned and must make a successful Strength test to break free and act.
The Tentacles provide 1 point of Gang Up Bonus for any attack against creatures on the template.
The tentacles can be considered to have Notice d6 and Detect Arcana d6 if needed to detect concealed or invisible creatures.
Sunday, 19 January 2014
Derro Captain
Wild Card Attributes: Agility d8, Smarts d6, Spirit d4, Strength d6, Vigor d8
Skills: Fighting d8, Burst d8, Notice d8, Obscure d8, Stealth d10, Shooting d6, Tracking d6
Charisma: +1; Pace: 5; Parry: 6; Toughness: 6 (1)
Edges: Arcane Background (Superpower), Arcane Resistance, Assassin, Command, Level Headed, Two-Fisted
Power: (20 Power Points) Burst(Insane whispers that tear at the fabric of Reality), Obscure(Darkness)
Special Abilities
• Darkvision: No vision penalties for darkness (range 12").
• Madness: Anyone attempting to read, control or contact the mind of this creature suffers an automatic level of Fatigue.
• Size -1: Reduces Toughness by -1.
Gear: Leather armour (+1), short sword and Hook (Str+d6),
Saturday, 18 January 2014
Derro Commando
Attributes: Agility d8, Smarts d8, Spirit d6, Strength d6, Vigor d8
Skills: Fighting d8, Climbing d6, Notice d8, Obscure d6, Repair d6, Stealth d12, Shooting d6
Pace: 5; Parry: 7; Toughness: 6 (1)
Edges: Arcane Background (Superpower), Arcane Resistance, Acrobatic, Assassin, Level Headed
Power: (20 Power Points) Obscure(Darkness)
Special Abilities
• Darkvision: No vision penalties for darkness.
• Madness: Anyone attempting to read, control or contact the mind of this creature suffers an automatic level of Fatigue.
• Size -1: Reduces Toughness by -1.
Gear: Leather armour (+1), short sword (Str+d6), Buckler (+1 Parry), Grappling Hook.
Skills: Fighting d8, Climbing d6, Notice d8, Obscure d6, Repair d6, Stealth d12, Shooting d6
Pace: 5; Parry: 7; Toughness: 6 (1)
Edges: Arcane Background (Superpower), Arcane Resistance, Acrobatic, Assassin, Level Headed
Power: (20 Power Points) Obscure(Darkness)
Special Abilities
• Darkvision: No vision penalties for darkness.
• Madness: Anyone attempting to read, control or contact the mind of this creature suffers an automatic level of Fatigue.
• Size -1: Reduces Toughness by -1.
Gear: Leather armour (+1), short sword (Str+d6), Buckler (+1 Parry), Grappling Hook.
Friday, 17 January 2014
Spear Derro
Attributes: Agility d8, Smarts d6, Spirit d4, Strength d6, Vigor d8
Skills: Fighting d8, Notice d4, Obscure d6, Stealth d10, Shooting d4
Pace: 5; Parry: 6; Toughness: 6 (1)
Edges: Arcane Background (Superpower), Arcane Resistance, Assassin, Extraction, Level Headed
Power: (20 Power Points) Obscure(Darkness)
Special Abilities
• Darkvision: No vision penalties for darkness (range 12").
• Madness: Anyone attempting to read, control or contact the mind of this creature suffers an automatic level of Fatigue.
• Size -1: Reduces Toughness by -1.
Gear: Leather armour (+1), Spear (Str+d6, Reach 1)
Skills: Fighting d8, Notice d4, Obscure d6, Stealth d10, Shooting d4
Pace: 5; Parry: 6; Toughness: 6 (1)
Edges: Arcane Background (Superpower), Arcane Resistance, Assassin, Extraction, Level Headed
Power: (20 Power Points) Obscure(Darkness)
Special Abilities
• Darkvision: No vision penalties for darkness (range 12").
• Madness: Anyone attempting to read, control or contact the mind of this creature suffers an automatic level of Fatigue.
• Size -1: Reduces Toughness by -1.
Gear: Leather armour (+1), Spear (Str+d6, Reach 1)
Thursday, 16 January 2014
Arran Rabin
Novice Thief
Wild Card
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Climbing d6, Fighting d6, Lockpicking d6, Notice d6, Stealth d8, Streetwise d6, Taunt d6
Charisma: 0; Pace: 6; Parry: 5; Toughness: 6 (1)
Hindrances: Big Mouth, Clueless, Greedy (Minor)
Edges: Assassin, Thief
Gear: Knife/Dagger (Range 3/6/12, Str+d4), Leather armor (+1), Short Sword (Str+d6)
"No, not the Beast, How many times do I have to tell you I'm not that Rabin."
Wild Card
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Climbing d6, Fighting d6, Lockpicking d6, Notice d6, Stealth d8, Streetwise d6, Taunt d6
Charisma: 0; Pace: 6; Parry: 5; Toughness: 6 (1)
Hindrances: Big Mouth, Clueless, Greedy (Minor)
Edges: Assassin, Thief
Gear: Knife/Dagger (Range 3/6/12, Str+d4), Leather armor (+1), Short Sword (Str+d6)
"No, not the Beast, How many times do I have to tell you I'm not that Rabin."
Derro Sorceror
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d8
Skills: Bolt d8, Fighting d4, Havok d6, Notice d6, Obscure d6, Stealth d10, Shooting d4
Pace: 5; Parry: 4; Toughness: 6 (1)
Edges: Arcane Background (Superpower), Arcane Resistance, Assassin, Level Headed
Power: (20 Power Points) Bolt, Havok, Obscure(Darkness)
Special Abilities
• Darkvision: No vision penalties for darkness.
• Madness: Anyone attempting to read, control or contact the mind of this creature suffers an automatic level of Fatigue
• Size -1: Reduces Toughness by -1.
Gear: Leather armour (+1), Dagger (Str+d4)
Skills: Bolt d8, Fighting d4, Havok d6, Notice d6, Obscure d6, Stealth d10, Shooting d4
Pace: 5; Parry: 4; Toughness: 6 (1)
Edges: Arcane Background (Superpower), Arcane Resistance, Assassin, Level Headed
Power: (20 Power Points) Bolt, Havok, Obscure(Darkness)
Special Abilities
• Darkvision: No vision penalties for darkness.
• Madness: Anyone attempting to read, control or contact the mind of this creature suffers an automatic level of Fatigue
• Size -1: Reduces Toughness by -1.
Gear: Leather armour (+1), Dagger (Str+d4)
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