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."
Monday, 21 October 2013
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: 33.1m³
Maximum gross weight: 30,400kg
Empty weight: 2,200kg
External Length: 6.058m
External Width: 2.438m
External Height: 2.591m
Door Aperture: 2.343m x 2.280m
Internal Volume: 33.1m³
Maximum gross weight: 30,400kg
Empty weight: 2,200kg
Weeping Angel
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."
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"
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."
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!"
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!"
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!"
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."
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."
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