Monday, 21 October 2013

Bear

Attributes: Agility d8, Smarts d6 (A), Spirit d8, Strength d12+2, Vigor d10
Skills: Fighting d6
Charisma: -; Pace: 7; Parry: 5; Toughness: 11 (1)
 

Edges: Frenzy
 

Special Abilities
Armour +1: Fur and Fat.
Claws: Str+d6; Grab.
Bite: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately.
Fast Runner: Roll d8 when running instead of d6.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Size +3: Increases Toughness by +3.


"Grrr."

Sunday, 20 October 2013

Intermodal container (TEU)

Toughness: 12

External Length: 6.058m
External Width: 2.438m
External Height: 2.591m

 
Door Aperture: 2.343m x 2.280m
Internal Volume: 33.1

Maximum gross weight: 30,400kg
Empty weight: 2,200kg

Weeping Angel



Attributes: Agility d8, Smarts d6, Spirit d10, Strength d10, Vigor d8 
Skills: Fighting d6, Notice d10, Knowledge (Architecture) d8, Repair d6, Stealth d10
Charisma: -; Pace: 5; Parry: 5; Toughness: 14(8)
 

Edges: Improved Dodge, Strong willed.
 

Special Abilities
Armour +8: Made of Stone, when they are seen.
Claws: Str+d4

Soulvision: No vision penalties for darkness.
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Perceptually Locked: Armour only applies if they can be seen by the attacker. -4 penalty to attack them with ones eyes closed.
Immunities: Disease, poison and curses.

He who kills an Angel: must make a Spirit check at -2 or slowly become an NPC Angel over the next hour.

"Their abilities are never the same twice."

Saturday, 19 October 2013

Grave Guard

Attributes: Agility d8, Smarts d4, Spirit d4, Strength d6, Vigor d6
Skills: Fighting d6, Intimidation d6, Notice d8, Shooting d6
Pace: 7; Parry: 6; Toughness:9(2)

Gear: Spear (Str+d6, Reach 1), Partial Plate (+2), Shield(+1 Parry)

Special Abilities
• Bony Claws:
Str+d4.
• Fearless: Skeletons are immune to Fear and Intimidation.
• Undead: +2 Toughness; +2 to recover from being Shaken; called shots do no extra damage.
• Deathless: A Grave Guard is destroyed when it suffers a wound, but it returns to unlife 1 hour later. It can be permanently destroyed if it is wounded by Light or Holy powers, if it is wounded on sanctified ground or if its remains are sprinkled with a vial of holy water.

"Semper Fi."

Thursday, 17 October 2013

Water Weird

Attributes: Agility d8, Smarts d6, Spirit d8, Strength d10, Vigor d8
Skills: Fighting d6, Intimidation d6, Notice d10, Stealth d6, Swimming d12+1
Charisma: -; Pace: 6; Parry: 5; Toughness: 8 (2)


Edges: Assassin
 

Special Abilities
Armour +2: Made of Water.
Slam: Str+d6; Grab.
Darkvision: No vision penalties for darkness (range 12").
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Elemental: Immune to fear, ignore wound modifiers, poison, and extra damage from called shots.
Natural Swimmer: Swimming Pace of 12", and can't drown.

Hides as Ripples: +2 to Stealth underwater.

"Swoosh"

Water Elemental

Attributes: Agility d8, Smarts d4, Spirit d6, Strength d12+1, Vigor d12
Skills: Fighting d8, Notice d8, Knowledge (Planes) d6, Stealth d6, Swimming d12+3

Charisma: -; Pace: 5; Parry: 6; Toughness: 12 (2)

Edges: Arcane Background (Super Powers), Dodge, Improved Sweep
Powers: Dispel (fire effects) d6, Elemental Control (Water) d8


Special Abilities
Armour +2: Made of water.
Slams: Str+d6.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Elemental: Immune to fear, ignore wound modifiers, poison, and extra damage from called shots.
Natural Swimmer: Swimming Pace of 12", and +2 to resist drowning.
Size +2: Increases Toughness by +2.


"Gloop."

Wednesday, 16 October 2013

Karnedge Gorefathom

Sharkman
Wild Card
Attributes: Agility d6, Smarts d4, Spirit d8, Strength d12+2, Vigor d10
Skills: Fighting d6, Notice d8, Tracking d8, Swimming d10
Charisma: -; Pace: 6; Parry: 5; Toughness: 10 (1)


Edges: Frenzy, Nerves of Steel


Special Abilities
Armour +1: Sharkskin.
Bite: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Blindsense: Can sense and approximately pinpoint things within 6", attacks using blindsense are made at -2.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately.
Amphibious: Swimming Pace of 10", and cannot drown, but can also breathe air and survive indefinitely on land.
Hardy: A second Shaken result doesn't become a wound.
Size +2: Increases Toughness by +2.


"Feed me!"

Axe Barrow Warden

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12, Vigor d10
Skills: Fighting d8,
Intimidate d8, Tracking d6
Charisma: -; Pace: 6; Parry: 7; Toughness: 12 (3)
 

Gear: Plate armour (+3), Battle Ax (Str+d8), medium shield (+1 Parry)

Edges: First Strike, Extrication, Giant Killer, Mighty Blow, Sweep


Special Abilities
Darkvision: No vision penalties for darkness (range 12").
Undead: +2 Toughness, +2 to recover from Shaken, ignore Wound and Fatigue modifiers, disease, poison, and extra damage from called shots.
Immunities: Cold, fatigue, paralysis, mind-affecting effects, aging, bleeding and death magic.


 "La Garde meurt mais ne se rend pas!"

Sword Barrow Warden

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12, Vigor d10
Skills: Fighting d8,
Intimidate d8, Repair d6
Charisma: -; Pace: 6; Parry: 7; Toughness: 12 (3)
 

Gear: Plate armour (+3), Sword (Str+d8), medium shield (+1 Parry)

Edges: First Strike, Improved Extrication, Sweep


Special Abilities
Darkvision: No vision penalties for darkness (range 12").
Undead: +2 Toughness, +2 to recover from Shaken, ignore Wound and Fatigue modifiers, disease, poison, and extra damage from called shots.
Immunities: Cold, fatigue, paralysis, mind-affecting effects, aging, bleeding and death magic.


 "Il ne passaront pas!"

Barrow Warden Keeper

Attributes: Agility d8, Smarts d8, Spirit d6, Strength d12, Vigor d10
Skills: Fighting d10, Intimidate d8, Knowledge (Battle) d10, Tracking d6
Charisma: -; Pace: 6; Parry: 7; Toughness: 12 (3)
 

Gear: Plate armour (+3), Sword (Str+d8)

Edges: Command, Fervor, First Strike, Extrication, Jack of All Trades, Sweep, Tactician


Special Abilities
Darkvision: No vision penalties for darkness (range 12").
Undead: +2 Toughness, +2 to recover from Shaken, ignore Wound and Fatigue modifiers, disease, poison, and extra damage from called shots.
Immunities: Cold, fatigue, paralysis, mind-affecting effects, aging, bleeding and death magic.


 "La mort est mieux que la défensive."