Half-human and half-horse, centaurs are liminal beings, caught between the two halves of their natures.
Racial Abilities
• Hooves: Str+d4.
• Fast Runner: Pace 8, Roll d8 when running instead of d6.
• Size +2: Bigger than a horse; Toughness +2.
• Awkward Size: -1 Parry
• Minor Habit: Drunken carousing and debauchery.
• Outsider: Does not really get on with shopping. Or the indoors.
Friday, 8 November 2013
Grey Leader
Seasoned Reticulan Saucer Captain
Wild Card
Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d4, Intimidation d8, Knowledge (Battle) d8, Notice d6, Piloting d6, Psionics d6, Shooting d6, Survival d4, Taunt d8, Throwing d4
Charisma: 0; Pace: 5; Parry: 4; Toughness: 4
Hindrances: Arrogant, Loyal, Stubborn
Edges: Arcane Background (Psionics), Command, Command Presence, Inspire, New Power, Tactician
Powers: (10 Power points) Fear, Mind Reading, Speak language, Stun
Gear: Neural Disruptor (Range 15/30/60, 2d8, RoF 2, Shots 10, AP4, Semi-Auto, Does Fatigue instead of Wounds, Unconciousness for 1d6 hours on Incapacitation, User may take an action and spend 1 Power Point to reload shots equal to a Psionics roll.)
"My wish is your command."
Wild Card
Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d4, Intimidation d8, Knowledge (Battle) d8, Notice d6, Piloting d6, Psionics d6, Shooting d6, Survival d4, Taunt d8, Throwing d4
Charisma: 0; Pace: 5; Parry: 4; Toughness: 4
Hindrances: Arrogant, Loyal, Stubborn
Edges: Arcane Background (Psionics), Command, Command Presence, Inspire, New Power, Tactician
Powers: (10 Power points) Fear, Mind Reading, Speak language, Stun
Gear: Neural Disruptor (Range 15/30/60, 2d8, RoF 2, Shots 10, AP4, Semi-Auto, Does Fatigue instead of Wounds, Unconciousness for 1d6 hours on Incapacitation, User may take an action and spend 1 Power Point to reload shots equal to a Psionics roll.)
"My wish is your command."
Thursday, 7 November 2013
Grey Com-Tech
Seasoned Grey Mental Programmer.
Wild Card
Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d4, Investigation d6, Notice d6, Persuasion d8, Piloting d4, Psionics d8, Shooting d4, Stealth d4, Taunt d8 Charisma: 2; Pace: 5; Parry: 4; Toughness: 4
Hindrances: Curious, Loyal, Stubborn
Edges: Arcane Background (Psionics), Charismatic, Mentalist, New Power, Power Points, Rapid Recharge
Powers: Mind Reading, Speak language, Stun, Warriors Gift.
Gear: Psi Amp (Doubles Range and Duration of Psionic Powers), Neural Disruptor (Range 15/30/60, 2d8, RoF 2, Shots 10, AP4, Semi-Auto, Does Fatigue instead of Wounds, Unconciousness for 1d6 hours on Incapacitation, User may take an action and spend 1 Power Point to reload shots equal to a Psionics roll.)
"If you want to live, run!"
Wild Card
Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d4, Investigation d6, Notice d6, Persuasion d8, Piloting d4, Psionics d8, Shooting d4, Stealth d4, Taunt d8 Charisma: 2; Pace: 5; Parry: 4; Toughness: 4
Hindrances: Curious, Loyal, Stubborn
Edges: Arcane Background (Psionics), Charismatic, Mentalist, New Power, Power Points, Rapid Recharge
Powers: Mind Reading, Speak language, Stun, Warriors Gift.
Gear: Psi Amp (Doubles Range and Duration of Psionic Powers), Neural Disruptor (Range 15/30/60, 2d8, RoF 2, Shots 10, AP4, Semi-Auto, Does Fatigue instead of Wounds, Unconciousness for 1d6 hours on Incapacitation, User may take an action and spend 1 Power Point to reload shots equal to a Psionics roll.)
"If you want to live, run!"
Grey Med-Tech
Seasoned Grey Medic
Wild Card
Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d4, Healing d8, Investigation d6, Notice d6, Persuasion d6, Piloting d4, Psionics d8, Shooting d4, Stealth d4, Taunt d4
Charisma: 0; Pace: 5; Parry: 4; Toughness: 4
Hindrances: Big Mouth, Curious, Loyal
Edges: Arcane Background (Psionics), Dodge, Healer, New Power, Power Points, Rapid Recharge
Powers: (15 Power Points) Healing, Mind Reading, Speak language, Stun
Gear: Medkit, Neural Disruptor (Range 15/30/60, 2d8, RoF 2, Shots 10, AP4, Semi-Auto, Does Fatigue instead of Wounds, Unconciousness for 1d6 hours on Incapacitation, User may take an action and spend 1 Power Point to reload shots equal to a Psionics roll.)
"Their genetic material may be of use. We should sample it."
Wild Card
Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d4, Healing d8, Investigation d6, Notice d6, Persuasion d6, Piloting d4, Psionics d8, Shooting d4, Stealth d4, Taunt d4
Charisma: 0; Pace: 5; Parry: 4; Toughness: 4
Hindrances: Big Mouth, Curious, Loyal
Edges: Arcane Background (Psionics), Dodge, Healer, New Power, Power Points, Rapid Recharge
Powers: (15 Power Points) Healing, Mind Reading, Speak language, Stun
Gear: Medkit, Neural Disruptor (Range 15/30/60, 2d8, RoF 2, Shots 10, AP4, Semi-Auto, Does Fatigue instead of Wounds, Unconciousness for 1d6 hours on Incapacitation, User may take an action and spend 1 Power Point to reload shots equal to a Psionics roll.)
"Their genetic material may be of use. We should sample it."
Wednesday, 6 November 2013
Bookcase
Toughness: 10
Special Abilities
• Research: If a character spends an hour browsing through, the eldritch tomes his next Knowledge(Arcana) skill roll is at +2.
Special Abilities
• Research: If a character spends an hour browsing through, the eldritch tomes his next Knowledge(Arcana) skill roll is at +2.
Grey Scientist
Seasoned Grey Field Scientist
Wild Card
Attributes: Agility d6, Smarts d8, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d4, Investigation d6, Notice d6, Persuasion d6, Piloting d4, Psionics d8, Repair d6, Shooting d6, Stealth d4, Taunt d4
Charisma: 0; Pace: 5; Parry: 4; Toughness: 4
Hindrances: Arrogant, Cautious, Loyal
Edges: Alertness, Arcane Background (Psionics), Command, Mentalist, New Power, Power Points, Rapid Recharge
Powers: (15 Power Points) Mind Reading, Speak language, Stun, Telekinesis
Gear: Scanner, Neural Disruptor (Range 15/30/60, 2d8, RoF 2, Shots 10, AP4, Semi-Auto, Does Fatigue instead of Wounds, Unconsciousness for 1d6 hours on Incapacitation, User may take an action and spend 1 Power Point to reload shots equal to a Psionics roll.)
"I'm detecting an unusual level of Vril."
Wild Card
Attributes: Agility d6, Smarts d8, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d4, Investigation d6, Notice d6, Persuasion d6, Piloting d4, Psionics d8, Repair d6, Shooting d6, Stealth d4, Taunt d4
Charisma: 0; Pace: 5; Parry: 4; Toughness: 4
Hindrances: Arrogant, Cautious, Loyal
Edges: Alertness, Arcane Background (Psionics), Command, Mentalist, New Power, Power Points, Rapid Recharge
Powers: (15 Power Points) Mind Reading, Speak language, Stun, Telekinesis
Gear: Scanner, Neural Disruptor (Range 15/30/60, 2d8, RoF 2, Shots 10, AP4, Semi-Auto, Does Fatigue instead of Wounds, Unconsciousness for 1d6 hours on Incapacitation, User may take an action and spend 1 Power Point to reload shots equal to a Psionics roll.)
"I'm detecting an unusual level of Vril."
Tuesday, 5 November 2013
IMEF Engineer
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d8
Skills: Boating d6, Driving d6, Fighting d8, Repair d8, Security/Lockpicking d6, Notice d8, Shooting d8, Swimming d6, Throwing d6
Pace: 6; Parry: 6; Toughness: 14(8)
Hindrances: Loyal
Edges: Dodge, Marksman, McGyver.
Gear: Hard Armor(+8), two Plasma Grenades(Throwing: Range: 5/10/20 RoF 1 Damage 4d6 Medium Burst, Grenade), two Demo Charges(When properly placed against the target with the shaped charge facing the target, a Demo charge is a Heavy Weapon doing 4d6 damage AP12 to the target and 3d6 damage AP2 to everything within a Small burst.), Sabot Rifle (Range: 28/56/112 RoF:3 Damage 2d8 AP 6; Scope), Toolkit.
"It's magnetically sealed. Give me a moment and I can blow it."
Skills: Boating d6, Driving d6, Fighting d8, Repair d8, Security/Lockpicking d6, Notice d8, Shooting d8, Swimming d6, Throwing d6
Pace: 6; Parry: 6; Toughness: 14(8)
Hindrances: Loyal
Edges: Dodge, Marksman, McGyver.
Gear: Hard Armor(+8), two Plasma Grenades(Throwing: Range: 5/10/20 RoF 1 Damage 4d6 Medium Burst, Grenade), two Demo Charges(When properly placed against the target with the shaped charge facing the target, a Demo charge is a Heavy Weapon doing 4d6 damage AP12 to the target and 3d6 damage AP2 to everything within a Small burst.), Sabot Rifle (Range: 28/56/112 RoF:3 Damage 2d8 AP 6; Scope), Toolkit.
"It's magnetically sealed. Give me a moment and I can blow it."
IMEF NCO
Erik ProudfootAttributes: Agility d6, Smarts d8, Spirit d8, Strength d6, Vigor d8
Skills: Driving d6, Fighting d8, Intimidate d8, Notice d6, Shooting d8, Swimming d6, Throwing d6
Pace: 6; Parry: 6; Toughness: 14(8)
Hindrances: Loyal
Edges: Command, Dodge, Inspire, Marksman
Gear: Hard Armor(+8), two Plasma Grenades(Throwing: Range: 5/10/20 RoF 1 Damage 4d6 Medium Burst, Grenade), Sabot Rifle (Range: 28/56/112 RoF:3 Damage 2d8 AP 6; Scope).
"Stack up for the breach."
IMEF Pointman
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d8
Skills: Boating d6, Driving d6, Fighting d8, Security/Lockpicking d8, Notice d6, Shooting d8, Stealth d8, Swimming d6, Throwing d6
Pace: 6; Parry: 6; Toughness: 14(8)
Hindrances: Loyal
Edges: Dodge, Marksman, Thief.
Gear: Hard Armor(+8), two Plasma Grenades(Throwing: Range: 5/10/20 RoF 1 Damage 4d6 Medium Burst, Grenade), Sabot Rifle (Range: 28/56/112 RoF:3 Damage 2d8 AP 6; Scope)
"Cover me."
Skills: Boating d6, Driving d6, Fighting d8, Security/Lockpicking d8, Notice d6, Shooting d8, Stealth d8, Swimming d6, Throwing d6
Pace: 6; Parry: 6; Toughness: 14(8)
Hindrances: Loyal
Edges: Dodge, Marksman, Thief.
Gear: Hard Armor(+8), two Plasma Grenades(Throwing: Range: 5/10/20 RoF 1 Damage 4d6 Medium Burst, Grenade), Sabot Rifle (Range: 28/56/112 RoF:3 Damage 2d8 AP 6; Scope)
"Cover me."
Monday, 4 November 2013
Gerald
Vampire Guardian of the Holy Grail
Wild Card
Attributes: Agility d8, Smarts d10, Spirit d12, Strength d12+3, Vigor d12+2
Skills: Fighting d10, Investigation d8, Knowledge(Religon) d8, Notice d8, Persuasion d12, Shooting d8, Throwing d10
Pace: 6; Parry: 7; Toughness: 11
Edges: Champion, Command, Improved Counterattack, Dodge, Inspire, Level Headed, Jack of All Trades, Quick, Noble.
Special Abilities:
• Change Form: As an action, a vampire can change into a wolf or bat with a Smarts roll at –2. Changing back into humanoid form requires a Smarts roll.
• Charm: Vampires can use the puppet power on the opposite sex using their Smarts as their arcane skill. They can cast and maintain the power indefinitely, but may only affect one target at a time.
• Children of the Night: Gerard has the ability to summon and control
wolves. This requires an action and a Smarts roll at –2. If successful, 1d6
wolves come from the surrounding wilds in 1d6+2 rounds.
• Fangs: Str +d4.
• Flight: Flying Pace of 8".
• Improved Frenzy: Vampires may make two attacks per round without penalty.
• Infravision: Halves penalties for poor light vs.warm targets.
• Invulnerability: Vampires can only be harmed by their Weaknesses. They may be Shaken by other attacks, but never wounded.
• Sire: Anyone slain by a vampire rises as a vampire themselves in 1d4 days if they make a successful vigor check.
• Undead: +2 Toughness; +2 to recover from being Shaken; called shots do no extra damage (except to the heart—see below). No wound penalties.
• Weakness (Garlic): Vampires suffer a –2 penalty to attacks against anyone who carries garlic.
• Weakness (Sunlight): Vampires catch fire if any part of their skin is exposed to direct sunlight. After that they suffer 2d10 damage per round until they are dust. Armor does not protect.
• Weakness (Holy Symbol): A character may keep a vampire at bay by displaying a holy symbol. A vampire who wants to directly attack the victim must beat her in an opposed test of Spirit.
• Weakness (Holy Water): A vampire sprinkled with holy water is Fatigued. If immersed, he combusts as if it were direct sunlight (see above).
• Weakness (Invitation Only): Vampires cannot enter a private dwelling without being invited. They may enter public domains as they please.
• Weakness (Stake Through the Heart): A vampire hit with a called shot to the heart (–4) must make a Vigor roll versus the damage total. If successful, it takes damage normally. If it fails, it disintegrates to dust.
• Weather Control: Gerard can control the weather. With a successful
Smarts roll, he summons a terrible storm, typified by dark skies and lashing rain. The downpour reduces visibility (treat as Dark for lighting penalties), extinguishes most normal fires within 1d10 rounds, and only volatile materials have a random chance of igniting from fire-based attacks.
Storm conditions inflict a –1 penalty to most actions due to slipping, difficulty hearing, strong winds, and so on. Gerard mostly uses this to arrange for dramatic crashes of thunder to emphasise important points of conversation and to keep his lawn watered.
Gear: Longsword (Str+d8), Holy Grail (A Vampire who regularly drinks from the Holy Grail is Immune to Sunlight, Holy Symbols and Holy Water, but loses their Invulnerability. The Holy Grail has Arcane Background(Super) and Greater healing d12.)
"No, I do not want a copy of the Watchtower."
Wild Card
Attributes: Agility d8, Smarts d10, Spirit d12, Strength d12+3, Vigor d12+2
Skills: Fighting d10, Investigation d8, Knowledge(Religon) d8, Notice d8, Persuasion d12, Shooting d8, Throwing d10
Pace: 6; Parry: 7; Toughness: 11
Edges: Champion, Command, Improved Counterattack, Dodge, Inspire, Level Headed, Jack of All Trades, Quick, Noble.
Special Abilities:
• Change Form: As an action, a vampire can change into a wolf or bat with a Smarts roll at –2. Changing back into humanoid form requires a Smarts roll.
• Charm: Vampires can use the puppet power on the opposite sex using their Smarts as their arcane skill. They can cast and maintain the power indefinitely, but may only affect one target at a time.
• Children of the Night: Gerard has the ability to summon and control
wolves. This requires an action and a Smarts roll at –2. If successful, 1d6
wolves come from the surrounding wilds in 1d6+2 rounds.
• Fangs: Str +d4.
• Flight: Flying Pace of 8".
• Improved Frenzy: Vampires may make two attacks per round without penalty.
• Infravision: Halves penalties for poor light vs.warm targets.
• Invulnerability: Vampires can only be harmed by their Weaknesses. They may be Shaken by other attacks, but never wounded.
• Sire: Anyone slain by a vampire rises as a vampire themselves in 1d4 days if they make a successful vigor check.
• Undead: +2 Toughness; +2 to recover from being Shaken; called shots do no extra damage (except to the heart—see below). No wound penalties.
• Weakness (Garlic): Vampires suffer a –2 penalty to attacks against anyone who carries garlic.
• Weakness (Sunlight): Vampires catch fire if any part of their skin is exposed to direct sunlight. After that they suffer 2d10 damage per round until they are dust. Armor does not protect.
• Weakness (Holy Symbol): A character may keep a vampire at bay by displaying a holy symbol. A vampire who wants to directly attack the victim must beat her in an opposed test of Spirit.
• Weakness (Holy Water): A vampire sprinkled with holy water is Fatigued. If immersed, he combusts as if it were direct sunlight (see above).
• Weakness (Invitation Only): Vampires cannot enter a private dwelling without being invited. They may enter public domains as they please.
• Weakness (Stake Through the Heart): A vampire hit with a called shot to the heart (–4) must make a Vigor roll versus the damage total. If successful, it takes damage normally. If it fails, it disintegrates to dust.
• Weather Control: Gerard can control the weather. With a successful
Smarts roll, he summons a terrible storm, typified by dark skies and lashing rain. The downpour reduces visibility (treat as Dark for lighting penalties), extinguishes most normal fires within 1d10 rounds, and only volatile materials have a random chance of igniting from fire-based attacks.
Storm conditions inflict a –1 penalty to most actions due to slipping, difficulty hearing, strong winds, and so on. Gerard mostly uses this to arrange for dramatic crashes of thunder to emphasise important points of conversation and to keep his lawn watered.
Gear: Longsword (Str+d8), Holy Grail (A Vampire who regularly drinks from the Holy Grail is Immune to Sunlight, Holy Symbols and Holy Water, but loses their Invulnerability. The Holy Grail has Arcane Background(Super) and Greater healing d12.)
"No, I do not want a copy of the Watchtower."
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