Thursday, 27 June 2013

Hellakin Goregutter

Seasoned Halfling Thief
Wild Card
Attributes:
Agility d8, Smarts d6, Spirit d8, Strength d6, Vigor d6

Skills: Climbing d6, Fighting d8, Intimidation d6, Investigation d4, Lockpicking d6, Stealth d8, Streetwise d4, Throwing d4
Charisma: 0(-4); Pace: 8; Parry: 7; Toughness: 6(2*)

Hindrances: Bloodthirsty, Vengeful (Minor), Wanted (Minor)
Edges: Acrobat, Assassin, Fleet-footed,  Scamper, Thief

Gear: Dagger (Range 3/6/12, Str+d4), Reinforced leather (+2 (+1), 1 point of Armor is bypassed if hit with a raise), Short Sword (Str+d6)

Racial Abilities
• Fortunate:
May draw one additional benny per game session. This may be combined with the Luck and Great Luck Edges.

• Short: Halflings average only about 4’ tall. Their small size subtracts 1 from their Toughness. Halflings have a Size of –1, and cannot take the Small Hindrance.

"Welp, ah.. Looks like its time to go on a killing spree..."

Scamper can be found in the Fantasy Companion or Wizards and Warriors.

Blacksmith

Attributes: Agility d6, Smarts d6, Spirit d6, Strength d10, Vigor d8
Skills: Fighting d6, Intimidation d6, Knowledge (Smithcraft) d10, Notice d6, Persuasion d6, Repair d8, Streetwise d4
Charisma: -; Pace: 6; Parry: 5; Toughness: 7;

Edges: Brawny

"I can make whatever you wish for a wee little bit more than me competition."

Wednesday, 26 June 2013

Wayne Tisdale

Novice Human Deputy Sheriff
Wild Card
Attributes:
Agility d6, Smarts d8, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Investigation d8, Notice d8, Persuasion d6, Shooting d6, Streetwise d8
Charisma: -; Pace: 6; Parry: 5; Toughness: 5

Hindrances: Heroic, Stubborn, Big Mouth
Edges: Connections, Investigator

Gear: Smith & Wesson .44(Shooting, Range 12/24/48, Damage 2d6+1, RoF:1, AP 1, Revolver)


"I'm Wayne, Deputy Wayne Tisdale."

Rex

Seasoned Human Road Warrior
Wild Card
Attributes:
Agility d10, Smarts d6, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d6, Driving d10, Investigation d4, Notice d6, Persuasion d4, Shooting d6, Streetwise d4, Survival d6, Taunt d6
Charisma: -; Pace: 6; Parry: 5; Toughness: 6 (1)

Hindrances: Major Vengeful, Loyal, Death Wish
Edges: Ace, Danger Sense, Hard to Kill

Gear: Leather armour (+1), Sawn off double barrelled Shotgun(Shooting, Range 5/10/20, Damage 1-3D6, RoF:1-2, Shotgun, double barrelled)

"I said shut it, you slag."

Shadow Dragon

Wild Card
Attributes:
Agility d10, Smarts d8, Spirit d10, Strength d12+7, Vigor d12
Skills: Fighting d12, Notice d12, Persuasion d8, Stealth d12+2, Spellcasting d10
Charisma: +2; Pace: 10; Parry: 8; Toughness: 19(3)

Hindrances: Major Habit(Villainous Monologuing), Arrogant
Edges: Ambidextrous, Arcane Background (Magic), Dodge, Level Headed, Power Surge, Two-Fisted
Spells: (15 Power Points) Intangibility, Mind Reading, Obscure, Puppet.

Special Abilities:
• Armor +3:
Scaly Hide
• Claws/Bite: Str+d8
• Blindsight: Ignore sight-based penalties and gaze attacks.
• Shadow Breath: Shadow Dragons inhale shadows, and with them life force, using the Cone Template. Every target within this cone may make an Spirit roll at –2 to avoid the attack. Those who fail suffer 2d10 damage and 1 fatigue. A shadow dragon may not spell cast or attack with its claws or bite in the round it inhales shadows.
• Flight: Flying Pace of 24".
• Size +8: Increases Toughness by +8.
• Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.
• Tail Lash: The dragon can sweep all opponents in its rear facing in a 3” long by 6” wide square. This is a standard Fighting attack, and damage is equal to the dragon’s Strength –2.

"Resistance may prove an interesting diversion. So by all means struggle against your doom."

Berkeley

Seasoned Human Zombie Survivor
Wild Card
Attributes:
Agility d10, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Climb d4, Fighting d10, Driving d6, Investigation d6, Notice d6, Shooting d6, Survival d6, Taunt d6
Charisma: -; Pace: 8; Parry: 7; Toughness: 5

Hindrances: Major Wanted (Has tasty brains), Cautious, Minor Phobia(The Dark)
Edges: Brave, Fleet-footed, Luck, Trademark weapon(Chainsaw)

Gear: Chainsaw(2d6+4, Natural 1 on Fighting Die hits user instead.), Mossberg 500(Shooting, Range 12/24/48, Damage 1-3D6, RoF:1, Shotgun)

Bonnie

Veteran Human Futuristic Heroine
Wild Card
Attributes:
Agility d10, Smarts d6, Spirit d6, Strength d6, Vigor d8
Skills: Climb d6, Fighting d6, Driving d4, Investigation d6, Notice d6, Shooting d10, Swimming d6, Taunt d6
Charisma: -; Pace: 6; Parry: 5; Toughness: 6

Hindrances: Heroic, Loyal, Big Mouth
Edges: Acrobat, Ambidexterous, Level Headed Marksman, Rock and Roll, Steady Hands, Two-Fisted

Gear: Two H&K MP5A5s(Shooting, Range 12/24/48, Damage 2d6, RoF:3 AP 1, 3RB, Auto), Two Star Firestar M43s(Shooting, Range 12/24/48, Damage 2d6, RoF:1, AP 1, Semi-Auto), Mossberg 500(Shooting, Range 12/24/48, Damage 1-3D6, RoF:1, Shotgun)

Seltyiel

Seasoned Half-Elf Swordmage
Wild Card
Attributes: Agility d10, Smarts d10, Spirit d6, Strength d6, Vigor d8
Skills: Climbing d6, Fighting d8, Intimidation d6, Knowledge(Arcana) d8, Notice d6, Spellcasting d10, Stealth d8
Charisma: -2; Pace: 6; Parry: 6; Toughness: 8(2/1)

Hindrances: Outsider, Stubborn, Major Vengeful, Minor Wanted

Edges: Acrobat, Arcane Background (Magic), Assassin, New Power
Spells: Blast(Fireball), Bolt(Lightning), Deflection, Smite(Flaming Weapon)

Gear: Backpack , Bedroll , Long Sword (Str+d8), Reinforced leather (+2 (+1), 1 point of Armor is bypassed if hit with a raise), Rope (10”) , Soap , Whistle.

Racial Characteristics:
• Heritage: Some half-elves retain the grace of their elven parent. Others gain the adaptability of their human ancestry. A half-elf may either start with a free Edge of his choice (as a human), or a d6 in Agility instead of a d4.
• Low Light Vision: The character’s eyes amplify light like a cat’s, allowing him to see in the dark. He ignores attack penalties for Dim and Dark lighting.
• Outsider: Half-elves aren’t true outsiders (as per the Hindrance of the same name), but neither are they ever quite comfortable around humans or elves as one of their own, so the effect is the same.

 "To walk the path of Zerthimon you must *know* of the People. The knowing of such things by one not of the People is a difficult matter. There are those not of the People who have heard the Way of Zerthimon, but they do not know the Way."

Tuesday, 25 June 2013

Arrius

Skeletal Warrior

Wild Card
Attributes:
Agility d8, Smarts d8, Spirit d10, Strength d12+1, Vigor d10
Skills: Fighting d8, Intimidation d12+1, Notice d12, Repair d12, Riding d8, Stealth d8
Pace: 6; Parry: 6; Toughness: 12(3)

Edges: Beastbond, Counter Attack, Strong Willed

Gear: Longsword (Str+d8), Plate Armour(+3), Large Shield(+2 Parry, +2 Armour vs ranged attacks in arc.)

Special Abilities:
• Blindsight:
Ignore sight-based penalties and gaze attacks.
• Fear: Anyone who sees this creature must make a Fear check.
• Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison and called shots.
• Steed: Once between each pair of dusks, he can Summon an Undead Warhorse for a Spirit test hours.
• Pah, I don't need my Body!: When killed his skull undocks from his body, since he is a Headless Knight (a Dullahan) mated with a separately Animated Flying Skull.

Animated Flying Skull

Wild Card
Attributes:
Agility d8, Smarts d8, Spirit d10, Strength d6, Vigor d6
Skills: Fighting d8, Intimidation d12, Notice d8, Stealth d10
Pace: -; Parry: 6; Toughness: 5

Special Abilities:
• Slam:
Str
• Blindsight: Ignore sight-based penalties and gaze attacks.
• Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison and called shots.
• Flight: Flying Pace of 7".
• Immunity: Fire.
• Size -2: Reduces Toughness by -2.
• Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

"Heh, Overconfidence, I remember that. This is my getaway skull."

Shaeress Nashanneth

Dark Elf Queen
Wild Card
Attributes:
Agility d8, Smarts d6, Spirit d10, Strength d6, Vigor d8
Skills: Climbing d4, Fighting d4, Intimidate d10 Persuasion d8, Notice d6, Spellcasting d8,Stealth d6, Streetwise d4, Taunt d8
Charisma: +6; Pace: 6; Parry: 5; Toughness: 6

Hindrances: All Thumbs, Bloodthirsty, Stubborn,
Edges: Acrobat, Very Attractive, Charismatic, Command, Command Presence, Femme Fatale, Leader of Men, Two Fisted

Special Abilities:
• Low Light Vision:
Elven eyes amplify light like a cat’s, allowing them to see in the dark. Elves ignores attack penalties for Dim and Dark lighting.

"DON'T touch me! I'm super important!"

Femme Fatale is in the Pulp GM's Toolkit p15.