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: 33.1m³

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."